Video gaming environment capable of gameplay balancing and conveying game information to a player

ABSTRACT

Embodiments of the systems and methods disclosed herein provide a gaming console and gaming controllers, including hardware and software features included on the hardware. For example, a game balancing system is described that can monitor and track performance data from one or more players of the gaming console. With the performance data, artificial intelligence and machine learning can be used to create one or more models that are applied to determine adjustments to games being played on the gaming console. The adjustments to the games can be implemented specifically to each game, player, or set of players to achieve more balanced gameplay as measured by game outcomes and other factors.

INCORPORATION BY REFERENCE TO ANY PRIORITY APPLICATIONS

This application claims the benefit of U.S. Patent ProvisionalApplication No. 62/847,774, filed May 14, 2019, and U.S. PatentProvisional Application No. 62/856,576, filed Jun. 3, 2019, the entirecontents of which are hereby expressly incorporated by reference hereinin their entirety and for all purposes. In addition, any and allapplications for which a domestic priority claim is identified in theapplication data sheet as filed with the present application are alsohereby incorporated by reference under 37 CFR 1.57.

LIMITED COPYRIGHT AUTHORIZATION

A portion of the disclosure of this patent document includes materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure as it appears in the Patent and TrademarkOffice patent file or records, but otherwise reserves all copyrightswhatsoever.

BACKGROUND

Intellivision provided one of the very first console and controllercommercial products to consumers, similar to that shown in FIG. 1 .There have been many advances since then. Additionally, many games havebecome PC-based or mobile phone compatible, as opposed to console-based.Many games being made for the home consoles these days are created withthe hardcore gamer in mind. However, gamers or players may be interestedin playing certain types of games at home and with friends. This may notbe possible because the barrier to entry is nearly impossible for anon-gamer (e.g., non-hardcore gamer) due to the complexity of thecontrollers, intricacy of gameplay, expense of the hardware andsoftware, and steep learning curve. Additionally, there is often anunbalanced fun factor between a more accomplished gamer for a particulargame and console/controller combination, and a less accomplished friendthat may not be as used to a particular game and console/controllercombination.

SUMMARY OF THE EMBODIMENTS

The systems, methods and devices of this disclosure each have severalinnovative aspects, no single one of which is solely responsible for theall of the desirable attributes disclosed herein. Details of one or moreimplementations of the subject matter described in this specificationare set forth in the accompanying drawings and the description below.

One embodiment discloses a gaming console comprising: one or more datastores configured to store performance data for one or more players,wherein the performance data is associated with data collected duringgameplay for each of the one or more players, wherein the performancedata is indicative of play style or skill level of the one or moreplayers; a network interface configured to communicate with one or moregaming servers and one or more gaming controllers; and one or morephysical computer processors in communication with the one or more datastores, wherein the computer-executable instructions, when executed,configure the one or more physical computer processors to: receive arequest to play a first game, wherein the request includes informationindicating the first game, a first player, and a second player; based onthe request, access player profile data for the first player and thesecond player, wherein the player profile data for each player includesinformation related to performance data for each respective player;based on the player profile data, determine a first skill level for thefirst player and a second skill level for the second player; compare thefirst skill level to the second skill level to determine that the firstskill level and second sill level are different; generate renderinginstructions for the first game that include game adjustments thatbalance the gameplay of the game for the first player and the secondplayer, wherein the game adjustments are based on a difference in skilllevel between the first player and the second player.

Various embodiments of the gaming console may include one, all, or anycombination of the following features. In some embodiments, the gameadjustments include changes to features of the first game correspondingto portions of the game associated with the first player, the secondplayer, or both the first player and the second player. In someembodiments, the performance data includes data associated with one ormore of the following: player game data, player controller data, or gamematch data. In some embodiments, player game data includes informationon how a monitored player plays one or more games, or the monitoredplayer's gaming style, and any changes associated with the monitoredplayer's gaming style over time and an associated rate of change. Insome embodiments, player controller data includes data associated withhow a monitored player uses a controller for one or more games, whereinthe player controller data includes one or more of data associated with:what controller is being used by the monitored player, how the monitoredplayer holds the controller during gameplay, how the monitored playermoves the controller during gameplay, when the monitored pressescontroller buttons during gameplay. In some embodiments, game match dataincludes data associated with one or more of: what games are beingplayed a monitored player, what players are playing the games thatinclude the monitored player, outcomes of the games, score or progressof the games for each player including the monitored player as it isbeing played. In some embodiments, the gaming console further comprisesa controller that includes an inertial measurement unit (IMU) sensor,wherein the IMU sensor includes one or more of: an accelerometer, agyroscope, or a magnetometer. In some embodiments, the one or morephysical computer processors are further configured to generateinstructions for displaying a parental controls interface.

Another embodiment discloses a second gaming console, the gaming consolecomprising: one or more data stores configured to store performance datafor one or more players, wherein the performance data is associated withdata collected during gameplay for each of the one or more players,wherein the performance data is indicative of play style or skill levelof the one or more players; a network interface configured tocommunicate with one or more gaming servers and one or more gamingcontrollers; and one or more physical computer processors incommunication with the one or more data stores, wherein thecomputer-executable instructions, when executed, configure the one ormore physical computer processors to: monitor gameplay between a firstplayer and a second player while the first player and second player areplaying a first game; collect gameplay data associated with thegameplay, wherein the gameplay data includes information associated withoutcomes of the gameplay; transmit the gameplay information to a gamebalancing system; access results of analysis from the game balancingsystem, wherein the results indicate that gameplay between the firstplayer and the second player is not balanced within a predeterminedthreshold while playing the first game; access game adjustments thatinclude changes to features of the first game corresponding to portionsof the game corresponding to the first player, the second player, orboth the first player and the second player; and generate renderinginstructions for the first game that include the game adjustments thatbalance the gameplay of the game for the first player and the secondplayer while playing the first game.

Various embodiments of the second gaming console may include one, all,or any combination of the following features. In some embodiments, thegame balancing system is located on the gaming console. In someembodiments, the game balancing system is located on a gaming serverremote from the gaming console. In some embodiments, the gameadjustments include changes to features of the first game correspondingto portions of the game associated with the first player, the secondplayer, or both the first player and the second player. In someembodiments, the performance data includes data associated with one ormore of the following: player game data, player controller data, or gamematch data. In some embodiments, player game data includes informationon how a monitored player plays one or more games, or the monitoredplayer's gaming style, and any changes associated with the monitoredplayer's gaming style over time and an associated rate of change. Insome embodiments, player controller data includes data associated withhow a monitored player uses a controller for one or more games, whereinthe player controller data includes one or more of data associated with:what controller is being used by the monitored player, how the monitoredplayer holds the controller during gameplay, how the monitored playermoves the controller during gameplay, when the monitored pressescontroller buttons during gameplay. In some embodiments, game match dataincludes data associated with one or more of: what games are beingplayed a monitored player, what players are playing the games thatinclude the monitored player, outcomes of the games, score or progressof the games for each player including the monitored player as it isbeing played. In some embodiments, the gaming console further comprisesa controller that includes an inertial measurement unit (IMU) sensor,wherein the IMU sensor includes one or more of: an accelerometer, agyroscope, or a magnetometer. In some embodiments, the one or morephysical computer processors are further configured to generateinstructions for displaying a parental controls interface.

Another embodiment discloses a gaming controller comprising: a housingformed from plastic or acrylic that houses electronics; an LED controlengine configured to control one or more LED lights; a display screen; anetwork interface configured to communicate with one or more gamingservers or one or more gaming consoles; buttons configured to receive aphysical press that actuates a sensor comprised within the housing; anda circuit board comprising a plurality of electrical contacts; a discwheel configured to be pressed and rotated around a central axiscomprising: a first side configured to receive pressure; and a secondside that is coupled to a compressible and conductive ring such thatwhen the first side received the pressure, the ring contacts one or moreof the plurality of electrical contacts; and a processor configured todetect contact received by the plurality of electrical contacts totranscode the signals into a plurality of instructions that areconfigured to affect a graphical user interface of game.

Various embodiments of the gaming controller may include one, all, orany combination of the following features. In some embodiments, thegaming controller is configured to detect a magnitude of forceassociated with a pressing of the wheel.

Although certain embodiments and examples are disclosed herein,inventive subject matter extends beyond the examples in the specificallydisclosed embodiments to other alternative embodiments and/or uses, andto modifications and equivalents thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

Throughout the drawings, reference numbers are re-used to indicatecorrespondence between referenced elements. The drawings are provided toillustrate embodiments of the subject matter described herein and not tolimit the scope thereof.

FIGS. 1A-1E illustrate an embodiment of a console and controller designused in prior systems.

FIGS. 2A-2H illustrate an embodiment of a gaming console.

FIGS. 3A-3L illustrate an embodiment of a gaming controller to be usedwith the gaming console illustrated in FIGS. 2A-2H.

FIGS. 4A-4K illustrate an embodiment of a disc wheel to be used as acomponent in the gaming controller illustrated in FIGS. 3A-3L.

FIGS. 5A-5K illustrate an embodiment of the gaming console illustratedin FIGS. 2A-2H with gaming controllers illustrated in FIGS. 3A-3L.

FIG. 6 illustrates an embodiment of a networked computing environmentincluding a gaming console, gaming controllers, and gaming servers.

FIG. 7 shows an embodiment of a flow diagram of a method for determiningrelative skill level of two or more players of a game, according to oneembodiment.

FIG. 8 shows an embodiment of a flow diagram of a method for updatingdata associated with game balancing, according to one embodiment.

FIG. 9A illustrates an embodiment of a graphical user interfacedepicting parental control settings.

FIG. 9B illustrates an embodiment of a key card.

FIG. 10 illustrates an embodiment of a gaming console.

DETAILED DESCRIPTION OF EMBODIMENTS

Introduction

There are a number of gaming platforms available to consumers. Forexample, consumers can play on mobile devices (e.g., cell phones,tablets, Nintendo Switch, etc.), consoles (e.g., PlayStation, Xbox,Nintendo Switch, etc.), and computers (e.g., PCs or the like). Gamesdesigned for consoles are designed for experienced players. Forinstance, many games require a certain level of skill to play in orderto beat the game. With respect to multiplayer games, an inexperiencedplayer may have a hard time improving or winning if they playexperienced players and the inexperienced player may quickly stopplaying.

The embodiments described in this application for patent seek to providea console and gaming platform that is easy to play and control, forexample by balancing game experience between player or gamers andnon-gamers (e.g., inexperienced players) to improve gameplay when gamersand non-gamers play a game together. For example, in some embodiments,the hardware devices described herein can provide one or more players anopportunity to play games with each other at a balanced level. A gamebalancing system can be included locally or remotely, or both, thatadjusts portions of games as the games are being played so that playersplaying the game can experience balanced gameplay. For instance, if afirst player is very experienced at a particular game, with a particularcontroller, and/or with similar games, and a second player is notexperienced, then the game balancing system can adjust features of agame being played by both the first player and second player so that thegameplay and/or the outcome of the game appears to be more even. Forexample, the first player may lose or have reduced abilities or benefitsin the game, the second player may gain or have enhanced abilities orbenefits in the game, or both. The effect would be that the gameplayand/or the outcome (e.g., win/loss ratio) would be even between theplayers.

In some embodiments, the game balancing system can adjust features ofthe game on-the-fly during the game, or in between each game or set ofgames. It is advantageous that any adjustments to the game made by thegame balancing system are effective, but also do not limit thefunctionality of the game. In some embodiments, adjustments to the gamemade by the game balancing system are implemented at a time and ratethat does not interfere with gameplay in a significant way. For example,adjustments can be implemented starting from a base and adjusting slowlyaway from the base to a target value. In another example, adjustmentscan be made instantaneously at the target value.

In some embodiments, the features that can be adjusted by the gamebalancing system can vary between each game based on the particularitiesof the game. For example, a first person shooting game may allow foradjustments of speed, level of weaponry or armor, environmentalvariables (e.g., wind, rain, visibility such as brightness or fog), sizeof targets, size of bullets, bullet damage, shooting rate, snap-lock fortargeting (e.g., if a player is within a certain number of pixels of atarget the target can be locked on with a snap for a period of time), orthe like. In another example such as pong, the paddles can be adjusted.Some games may include one element or feature that can be adjusted, andother games may have multiple elements or features that can be adjusted.In some embodiments, the game balancing system can use artificialintelligence or machine learning to automatically implement adjustmentsto particular features in a game. The game balancing system can decidewhich features to adjust and by how much to adjust the features. In someembodiments, a set of adjustable features can be provided to the gamebalancing system and the game balancing system can adjust some or all ofthe provided features.

In some embodiments, a gaming console can include a parental controlsettings menu via a graphical user interface. In some embodiments, thegraphical user interface can be accessible via system menus, via aphysical device, via a mobile platform, or in any combination. Forexample, having the parental control setting menu accessible with aphysical key would limit unauthorized access (e.g., by a child) and alsobe a convenient way of accessing such settings without remembering apassword, or navigating a complex menu. For example, the physical devicecan include a microchip (e.g., RFID, NFC, or the like) that can interactwith the gaming console or gaming controllers to open and access theparental control settings menu.

Embodiments presented herein use machine learning algorithms in variousimplementations. Systems presented herein can use a parameter functionor a prediction model to predict or estimate ways to balance aparticular game by adjusting features or elements of the game so thatplayers playing the game experience more balanced play, for example. Insome embodiments, player control data, player game data, game matchdata, balancing data, and/or player data for each player playing aselected game together is fed into a machine learning system to generatea prediction model that determines what features of the selected game toadjust and by how much to adjust the features.

Example Gaming Console

FIGS. 2A-2H illustrate an embodiment 10 of a gaming console (e.g.,gaming console 101 as described in more detail herein) to be used withone or more gaming controllers (e.g., gaming controllers 140 and/orgaming controller as illustrated FIGS. 3A-3L). In some embodiments, thegaming console is configured to connect to multiple gaming controllers(e.g., 2, 4, 8, 16, or more gaming controllers), mobile phones, tablets,or other portable electronic device. For example, a downloadableapplication can be installed on a mobile phone so that the mobile phonecan be used as an additional controller. In some embodiments, gamingcontrollers can be placed on the gaming console at locations 12 tocharge and/or connect to the gaming console (e.g., with RFID or thelike). For example, a gaming controller can pair with the gaming console10 with RFID by being placed on location 12. In some embodiments,electrical connections 24 can be used for connecting to the gamingcontrollers (e.g., via connections 44 in FIG. 3D), Also, in someembodiments, there can be a button or indicator 14 that can be used toturn the gaming console on/off, connect or pair the console to one ormore gaming controllers or other devices, indicate the gaming console isturned on/off, indicate other information (e.g., data transfer,connection status, boot up status, etc.), restart the system, reset thesystem, restore to factory default settings, a combination of features,or other settings. In addition, the button or indicator 14 can include abacklight LED (e.g., by using an LED that is a singular color or amulti-color, and optionally with a light pipe combination). In someembodiments, the shape of the controller can be designed to be ergonomicso that a player can hold the device comfortably in a vertical orhorizontal configuration. For example, rear surface 45 includes featuresthat enhance gripping and ergonomic utility of the gaming controller.

In some embodiments, the gaming console includes image processing andgraphics capabilities. In some embodiments, the gaming console includesan onboard interactive lighting technology (e.g., by using an LEDcontrol engine similar to 110 and one or more LED lights). For example,gaming console lighting (e.g., lighting 28, button 14, or other LEDlighting included on the gaming console) may enhance gameplay and/orprovide room ambiance. The lighting may flash, flicker, change color,and the like to set a mood, increase or decrease tension duringgameplay, soothe after gameplay or any of the like. Also, for example,the LED lights may be included on a circuit board (e.g., 75, 76, or thelike) and a corresponding light pipes can be used that disperse one ormore LED lights. For example, lighting 28 on the gaming console 10 canbe one or more light pipes with corresponding LED lights used to lightup the light pipes 28. In addition, on the gaming controller, the lightring 37 can be a light pipe with one or more corresponding LED lights 88used to light up the light ring 37. In some embodiments, LED lights canbe used on the gaming controllers to indicate which buttons should bepressed to result in a certain on-screen action, which can provide aguided gameplay experience. For example, an LED light (or LED light andlight pipe combination) can be located in close proximity (or within) abutton that can light up when the button should be pressed. In someembodiments, and as described in more detail herein, the gamingcontrollers may also include lighting or otherwise be incorporated intothe lighting display. In some embodiments, multiple LED lights 88 can beused for each light pipe. For example, the lighting 28 can use a numberof LED lights (e.g., 1, 2, 5, 10, 15, or more) so that the light pipeshows a relatively uniform brightness around the gaming console. In someembodiments, the LED lights 88 are electronically coupled to a circuitboard that receives power to power the LED lights 88.

In some embodiments, the gaming console can include WiFi, Bluetooth,Ethernet, and/or any other form of wired or wireless connectivity. Insome embodiments, the gaming console can include video output 22 (e.g.,HDMI or the like). In some embodiments, the gaming console can includeone or more USB ports 18, 20 (e.g., USB 2.0, USB 3.0, USB 3.1, USB C, orthe like). In some embodiments, the gaming console can include one ormore power ports 14 and/or 18 (e.g., USB port, power port, or the like)for powering the gaming console or charging the gaming console and/orgaming controllers (e.g., if an internal power source such as a batteryis used). In some embodiments, the gaming console can include a memoryslot 16 (e.g., for SD cards, mini SD cards, micro SD cards, or thelike). In some embodiments, the gaming console can include mountingelements so that the gaming console can be mounted on a surface or wall.In some embodiments, the gaming console can include paddings 26 to beset on a surface.

In some embodiments, the gaming console can include a passive or activecooling technology. For example, an active cooling system could includeone or more fans or liquid cooling components to cool the internalelectronics. Also, a passive cooling system can be used as well. Forexample, the gaming console, as shown in FIG. 5J, can include apartially slanted configuration that can be used to allow cooler air topassively or actively enter the system at a lower intake vent 72, passover the electronics while absorbing the heat, and exhaust out of thehigher outlet vent 74. In some embodiments, a slant in circuit board 76(e.g., PCB or the like) in the gaming console can also help to enhancecooling. For example, the air can move across the slanted circuit board76 from intake vent 72 to outlet vent 74. Moreover, the slantedconfiguration of the circuit board 76 and the components above circuitboard 76 can be configured so that the gaming controller 30, when set onthe surface 12 of the gaming console 10, can slide into place so thatthe pins 78 (e.g., pogo pin or spring-loaded pin or the like) of thegaming console 10 are in electrical contact with connection 80 in thegaming controller 30. In some embodiments, the gaming console 10 caninclude one or more circuit boards (e.g., PCBs or the like) that areused to connect to various electrical components housed within thegaming console.

In some embodiments, the gaming console can include a system expansioninterface. For example, the gaming console can include one or moreexpansion ports for connecting accessories to the gaming console. Insome embodiments, the one or more expansion ports can be hidden withinthe housing of the gaming console. For example, electrical interfacesassociated with the expansion port can include a port, digitalinput/output, and power so that a small robot, small remote controlledcar, or other device can be connected. In some embodiments, additionalfunctionality or processing power can be added by connecting hardware tothe expansion ports. In some embodiments, the one or more expansionports may be used to interface to other peripherals that the gamingconsole plugs into or connects to.

Example Gaming Controller

FIGS. 3A-3L illustrate an embodiment 30 of a gaming controller to beused with the gaming console (e.g., gaming console 10 or 101)illustrated in FIGS. 2A-2H. In some embodiments, the controller isreminiscent of the basic geometry of the 1970/80's Intellivisioncontrollers. As shown in FIG. 1A-E, the controllers had a numerickeypad, a “dpad” type disk and four buttons. The controller allowed“cards” or “overlays” to be slid into place over the keypad, so gamescould be customized with graphic icons representing various gameactions.

In some embodiments, the gaming controller (e.g., gaming controller 140described herein) can include a housing with internal components andelectronics. For example, the gaming controller can include one or moreof the following: a touchscreen or display screen 34 (e.g., a 2-5 inch(2:3 aspect ratio) display screen with a touch sensor); a tiltingpositional disc or disc wheel 50; a surrounding interactive light ring37 around the disc wheel; one or more RFID tags and/or readers;controller buttons (e.g., arcade-style buttons 40, button 32, etc.);force feedback on based on gameplay, buttons 32 and 40 presses, and/orinteractions with the display screen 34; an inertial measurement unit(IMU) sensor (e.g., 147 describe herein) that includes one or more of:an accelerometer to measure translation and rate of translation, agyroscope to measure rotation and rate of rotation, and/or amagnetometer to measure orientation relative to magnetic north; wirelesscharging area 44 (e.g., using the Qi wireless standard); one or morespeakers (e.g., 33); one or more cameras; one or more microphones (e.g.,35); internal power source or battery 36; memory; processor; electricalconnection port 46 for connecting to the gaming console (e.g., viaconnections 24); one or more memory storage slots for upgrading memory;a wireless communication device (e.g., WiFi and/or Bluetooth); an armstrap or lanyard connection 42; and the like. In some embodiments, usingthe components, the gaming controller can be used horizontally orvertically including dominant left or right hand usage to play games.For example, a WiFi/Bluetooth module or chip can be included in thegaming controller. Also, at least some of the internal components andelectronics can be connected to a circuit board 75 (e.g., PCB or thelike). In some embodiments, button 32 can be programmed to turn thegaming controller on/off, turn the screen of the gaming controlleron/off, put the gaming controller to sleep, custom programming, or thelike.

In some embodiments, the WiFi/Bluetooth chip can be used to enablesupport for multiple players on a gaming console, for example, 8 or 16or more players. In some embodiments, a mobile phone app can be used toallows a mobile device (e.g., a phone or tablet using the IOS or Androidoperating systems) to emulate a game controller. This is particularlyuseful for large games that might have many players like trivia or evensports games.

In some embodiments, one or more RFID tags and/or readers can beincluded in the gaming controller and/or the gaming console. Forexample, the RFID chips can be integrated into gaming consoles andgaming controllers so that each gaming controller can connect to one ormore gaming consoles with the ability to download digital games/productsstored on a gaming console, or stored remotely on another gaming consolethat is not connected with the RFID, or stored on a gaming server (e.g.,gaming server 120 described in FIG. 6 and herein). For example, thegaming controller can be configured to store a digital key for a game orproduct that can be used to verify the download. In some embodiments,the gaming controllers and/or gaming console can also be configured tostore digital software product keys via RFID onto one or more physicalitems that also include an RFID tag, so that the one or more physicalitems includes the digital download key for the game/software asreceived from the gaming controller. In some embodiments, the gamingconsole includes an active RFID reader. In some embodiments, the gamingcontrollers include passive RFID tags. In some embodiments, the RFIDtechnology can be used to handshake the devices and transfer data (e.g.,game content or the like) between the devices (e.g., with WiFi,Bluetooth, or the like).

In some embodiments, a touchscreen or a display screen 34 can beincluded in the gaming controller. For example, a high resolution IPSLCD/OLED screen that can used that can also be configured to include avirtual “numeric pad” and/or other input configurations on the screen.For example, the LCD/OLED can support touch (e.g., capacitive touch fortapping, pinching, and swiping motions). Also, for example, the screencan be on the order of 3″ diagonally, a rectangular aspect ratio with aresolution of 240×160 RGB pixels or more. However, other sizes,resolution, and pixel density can be implemented. In some embodiments,the controller could actually play games on the controller display. Insome embodiments, the display screen 34 can be covered by a protectivecover 35. For example, the protective cover 35 can be made from acrylic(e.g., PMMA Acrylic or the like), plastic, glass, a composite, or thelike. In some embodiments, the display screen 34 can be bonded to theprotective cover 35. In some embodiments, no protective cover 35 wouldbe needed and the display screen 34 can be used without a protectivecover 35. For example, the display screen 34 may include its ownprotective layer. In some embodiments, the WiFi/Bluetooth chip andcomputing power native to the gaming controller can be powerful enoughto execute gameplay on the touchscreen or a display screen 34. In someembodiments, private information can be displayed on the display screen34 that corresponds to a gaming being played on an associated gamingconsole. For example, multiple players can be playing a trivia game on agaming console and each player can interact with the gaming controller(e.g., by touching the display screen to select an answer, or using abutton or disc wheel, or other input) to provide an answer. In anotherexample, a first player can receive a prompt on the first player'sgaming controller via the display screen containing a word that thefirst player must act out, and other players must enter their guesses ontheir own gaming controllers.

In some embodiments, the gaming controller can include force feedbackmotor(s) 47 inside. For example, the gaming controller can include 1-3force feedback motors, or more motors, to simulate force on the right,left, and center mass. In some embodiments, a Linear Resonant Actuator(LRA), rotating mass type (ERM), or the like can be used. For example, asmall motor with an eccentric weight can be spun at varying RPMs andthis creates a vibration to help “sell” explosions and virtualvibrations in the game. For example, the force feedback can be used toenhance button presses as well as providing force feedback when touchingthe touchscreen 34.

In some embodiments, the gaming controller can include wireless and/orcontact-less (e.g., no electrical connection being made) charging. Anywireless charging standard can be used and implemented. For example, aQi inductive charging system pronounced “CHEE” from the Chinese word“qi” meaning “energy flow” can be used. The controller can be laid ontop of a gaming console or a charge pad to charge wireless. In someembodiments, the controller can also include a wired connection forcharging, such as USB C (e.g., port 38 in FIG. 3G). The Qi chargingprotocol uses two antennas, one on the charger and one on the devicebeing charged. Energy is transformer-coupled from the charger to thedevice being charged. Qi considers safety as well as allowsbi-directional data exchange over the charging antennas as the device ischarging.

In some embodiments, the gaming controllers can include an internalpower source (e.g., batteries like lithium-ion, or the like) inside. Insome embodiments, the internal power source can be charged andrecharged. In some embodiments, the internal power source can bereplaceable with or without tools. For example, a user or player canslide open the housing of the gaming controller or remove a single screwand change the power pack very easily. In some embodiments, the internalpower source can have a JST connector cable that can be used to pluginto a port in the controller.

In some embodiments, there can be electromechanical input system (e.g.,a disc wheel, any shaped component, or the like) included with thegaming controllers that allows a player to apply rotational and/ordirectional inputs to be executed in a game environment. For example, adisc can be connected to the gaming controller and be configured to be“free-wheeled,” or rotated without input to allow for a more ergonomicand fluid gameplay experience. Also, for example, inputs can be providedwhen a player presses down on the disc with sufficient force and adecoupled conductive ring makes contact with discrete electricalcontacts on a PCB such that direction and rotation can be inferred bywhich contacts are touched and when. Pressure can also be sensed bycalculating the number of contacts being touched at a single instance,which is made possible by a low-durometer, compressible conductive ringon the disc assembly, for example. In some embodiments, a ball andsocket joint is used to ensure the disc assembly is appropriatelycentered when pressed and a pivoting action is used in the rolling anddirectional pad configurations. In some embodiments, the disc isspring-loaded such that it returns to a home position when not in use.

Further, in some embodiments, the gaming controllers can include acircular disk, disc, or disc wheel, as disclosed herein. For example,the disc wheel is an integral part of the gaming controller's look andfeel, and the disc wheel enables many types of games and input dynamicsthat are not possible with joysticks, touchscreens, or D-pads. Forexample, the disc wheel can be mechanical with haptic feedback, andincludes improvements to its aesthetics, and a better overall physicalfeel (e.g., so the disc wheel does not feel like a sponge on a springwhen manipulated by a player). For example, by using discrete electricalcontacts on a PCB and a compressible, conductive ring on the disc wheelassembly, input dynamics are unique to the gaming controller. In someembodiments, a player can spin the disc wheel. In some embodiments, thespinning of the disc wheel can provide input signals to a gaming console(e.g., to play a game or navigate a graphical user interface). In someembodiments, a player can spin the disc wheel, but no input isregistered unless the disc wheel is pressed down by a player and thenthe player spins the wheel. For example, the hardware componentsfacilitate a configuration that allows a player to push the wheel tofacilitate contact with electrodes that provide a signal. In someembodiments, the disc assembly can also act as a directional pad. Forexample, a player can press down in any single direction on the discwheel to provide game inputs. If a player presses directly right on thedisc without rolling/rotating the disc, the system can register atrue-right input and execute the respective action in the game. In someconfigurations, there can be a spring that includes a biased forceupward pressing the decoupling mechanism 82 against the light ring 37forming a seal that can also prevent water and dust from entering thegaming controller 10. Also, for example, the spring can also provide aforce to return the disc to a central home position each time the discis released by player. Also, for example, in FIGS. 5J and 5K, a playercan press down on surface 79 so that contact ring 84 is in contact withelectrical sensors 86. While a player presses the disc wheel 50 down andspins the disc wheel, a contact ring 84 can come into contact withelectrical sensors 86 which can be used to detect whether the disc wheel50 is spinning clockwise or counter-clockwise, and for how manyrevolutions. For example, a revolution can be measured by timing howlong the disc wheel was spun and the speed of the spinning so that adetermination can be made as to how many revolutions of the disc wheeloccurred with the player's movement and in the appropriate direction. Insome embodiments, each revolution of the disc wheel 50 can correspond toa number of steps (e.g., 16-64 positions, more than 64 positions, or thelike) so that a partial revolution can correspond to an input. Forexample, 1/64^(th) of a revolution can correspond to one step, whereeach step can be registered as one degree of motion in a game orgraphical user interface. In some embodiments, the disc wheel 50, whenpressed down, can mechanically couple to a decoupling mechanism 82,which is connected (e.g., molded with or adhered to) to the contractring 84. For example, while the disc wheel 50 is not pressed down, thewheel would not be mechanically coupled to the decoupling mechanism 82so that the disc wheel can move freely without any movement beingregistered by the gaming controller or gaming console. In someembodiments, component 85 can be adhered to or coupled to the disc wheel79. For example, when the disc wheel is pressed down, the component 85can come into contact with ball component 83 so that the component 85can rotate around the ball component 83 while the disc wheel 50 is spun.In some embodiments, the disc wheel can use a PCB printing method on aresistive ring and or a capacitive touch ring with haptic/mechanicalfeedback, with a number of unique positions (e.g., 16-64 positions, morethan 64 positions, or the like), depending on how much fine-grainedcontrol is desired. In some embodiments, the contact ring 84 can be madefrom a material that is deformable (e.g., silicon, rubber, TPE, or thelike) so that the disc wheel 50 can be compressed with a variable force,thereby compressing the contact ring. The electrical sensors 86 candetect the variance in compression of the contact ring 84 and provide ameasurement of compression to the gaming controller and/or console. Insome embodiments, software can be programmed to calculate, measure,and/or estimate inputs detected by the electrical sensors 86. Forexample, the software can calculate, measure, and/or estimate amagnitude of compressive pressure applied to the disc wheel 50, thespeed of rotation of the disc wheel, and/or the direction of rotation ofthe disc wheel. The three calculations, measurements, and/or estimatescan be used as inputs to control aspects of a gaming controller and/orgaming console, for example.

In some embodiments, the gaming controllers can include controllerbuttons 40 (e.g., 2 on each side of the controller). In someembodiments, the controller buttons are mechanical with stroke, andclean click engage and release feedback. In some embodiments, thecontroller buttons 40 can include a hinge design that attaches thebutton 40 with a hinge to the housing of the gaming controller. Thehinge can provide a sturdiness to the button 40 so that pressure appliedto the button 40 at any place on the button 40 will be detected by thesensor. Without the hinge design, a player pressing on a first edge ofthe button 40 may have the first edge of the button 40 compress and anopposing end of the button 40 depress and a sensor associated with thebutton 40 may not actuate, for example. The hinge design can providefunctionality so that when the button 40 is pressed anywhere, thecorresponding sensor will detect the button 40 press (e.g., the button40 actuates). Moreover, a hinge design can also allow for a smallersensor, and a sensor that is spaced farther away from the button 40. Insome embodiments, providing a distance between the sensor and the button40 can allow for additional design considerations (e.g., placement of anLED light next to the button on the top surface of the gaming controllernear the display screen, or in the button 40 itself). For example, thegaming controller can use LEDs to indicate which button is to be pressedto perform a certain action. The LED indicators can be used for gametutorials, but also in gameplay. Moreover, in some configurations, thespecial hinge design assists in making the LED pass-through possible byallowing placement of an internal button actuator farther from thebutton itself thereby providing additional space to include an LED lightand/or LED lighting components.

In some embodiments, the gaming controllers can include one or morespeakers in the controller. For example, the one or more speakers can beused to make sounds, feedback, and/or create a local sound field alongwith the TV set. In some embodiment, the one or more speakers can be16-25 mm in diameter and capable of 0.5-1 W of power. In someembodiments, the one or more speakers can be less than 16 mm or morethan 25 mm in diameter. In some embodiments, the one or more speakerscan be capable of less than 0.5 W or more than 1 W of power.

In some embodiments, the gaming controllers can include one or moremicroelectronic mechanical systems (MEMS) microphone, so a player cantalk at the gaming controller without a headset. The MEMS microphonescan pick sounds up of a whisper, and with digital signal processing(DSP) on the gaming console, any noise detected can be processed byeither the gaming controller, gaming console, or both. Additionally, insome embodiments, a wired headset jack can be added to the controller,so that a player can plug in any off the shelf headset with microphoneand headphones. In some embodiments, the gaming controller can include aUSB C, or similar data transfer and charging port that can be used for aheadset as well. In some embodiments, the gaming controller can connectto a headset wirelessly (e.g., with Bluetooth, WiFi, or the like).

In some embodiments, the gaming controllers can include one or moreexpansion ports for connecting accessories to the controller. In someembodiments, the one or more expansion ports can be hidden within thehousing. For example, electrical interfaces associated with theexpansion ports can include a port, digital input/output, and power sothat a small robot, small remote controlled car, or other device can beconnected. In some embodiments, additional functionality or processingpower can be added by connecting hardware to the expansion ports. Insome embodiments, the design impact of adding in one or more expansionports can be minimal. For example, adding in such expansion ports can bedone by routing signals on the circuit board 75 (e.g., PCB or the like)that are already there and bringing the signals to a micro connectorunder a plastic cover. Moreover, in some embodiments, the one or moreexpansion ports may be used to interface to other peripherals that thecontroller plugs into or is plugged into. In other words, and in someembodiments, the controller may be used as a computer platform for otherinput devices (e.g., a guitar), so that the controller simply slidesinto other peripherals.

In some embodiments, the gaming controllers can include one or morememory slots. For example, a micro SD port can be included inside thegaming controller's housing (e.g., accessible on the edge of the housingor behind a plastic cover) to expand storage capabilities of the gamingcontroller to store games, data, or media content, for example. In someembodiments, the gaming controller can include a micro SD cardpre-loaded with assets, firmware, games, or other data, so the gamingcontroller can be used as a stand-alone gaming system, and/or the gamingcontroller can store player information, if so desired.

In some embodiments, the IMU sensor 147 (e.g., a MEMS 3D IMU or thelike) can be included in the gaming controller 140 that may include oneor more of: an accelerometer to measure translation and rate oftranslation, a gyroscope to measure rotation and rate of rotation,and/or a magnetometer to measure orientation relative to magnetic north.The sensor can collect data that can be used to determine physicalmovements and an orientation of the controller. In some embodiments,data collected from the IMU sensor 147 can also be used as inputs forgameplay, similar to the input sensors 146. For example, with the IMUsensor 146, support can be provided for games that can use motioncontrol, games that can be played in a horizontal position (e.g., in anydirection), or vertical. The IMU sensor 147 can also keep track of theorientation of the controller and facilitate updating a screen connectedto the gaming controller 140 based on the orientation. For example, theIMU sensor 147 can be used for games such as driving (e.g., where thecontroller can be held and used similar to a steering wheel), darts(e.g., the controller can be held and thrown similar to a dart—with astrap connected to the players wrist prior to throwing), bowling (e.g.,the controller can be held and thrown similar to a bowling ball—with astrap connected to the players wrist prior to throwing), and othersimilar games.

In some embodiments, the gaming controllers can include one or more RFIDtags and/or readers embedded into the controller with READ/WRITE abilityand/or the ability for the main processor to READ/WRITE as well via aserial link.

In some embodiments, the gaming controllers can include features forindoor localization. For example, such features can be based onultra-wide band technologies, dead reckoning, ultra-sonics, and othersolutions. In addition, there are now low cost electronics and methodsto track the gaming controller within a few centimeters of movement, andthere are games that can take advantage of this fine movement detectionto affect a virtual world.

In some embodiments, the gaming controllers can include one or morecameras. In some embodiments, the cameras can be used for various gameplay mechanics, face recognition (e.g., for player recognition andsecurity), for leisure, or the like. Additionally, in some embodiments,the ability of the gaming controller to recognize a player can allowautomatic and high speed profile downloading and configurations, as wellas interactive AI applications and facial analysis for emotionalexchanges with the gaming controller or gaming console.

In some embodiments, the gaming controllers can include one or moreoptical sensors (e.g., HR/SPO2, ambient light sensors). For example, theoptical sensors can be used for gaming and fitness applications,including capturing a player's heart rate. Some games could include a“try to stay calm” and not get excited feature. Being able to readoptically HR/SPO2/Hydration, etc. signals is useful for gaming/fitnessapplications. Also, for example, ambient light sensors can be added tothe gaming console and/or gaming controllers for brightness adjustment(e.g., automated brightness adjustment, or other automatic functionsbased on detected light).

In some embodiments, the gaming controllers can include one or moredevices and software implementations to track 3D hands free gestures.For example, the “swipes” and motions in the air can be tracked, such asfor example, 5-30 cm above the device. In some embodiments, the abilityto track this information is useful for simple commands such as swiperight, left, up, down, as well as wake, sleep, or to interact with gamesor the gaming console, or the like.

In some embodiments, the gaming controllers can be used as a stand-alonegaming device, for example, without the gaming console being connected.For example, the gaming controller is a hand held computer much like asmartphone with similar hardware and many of the same features. In someembodiments, there are games and applications that run right on thegaming controller and players can take the gaming controller anywhere asthey would any hand held device.

In some embodiments, the gaming controllers can include functionalityfor modifications, such as with active skins. In some embodiments, thegaming controllers allow players to “skin” them with color replacements,knobs, or full removal of housings and new altered/3rd party skins addedto make the gaming controllers look and/or feel better. For example,housing and mechanical additions for color changes, geometry changes,larger, smaller buttons, etc. can be added. Also, instead of beingpassive plastic parts and clamshells, the gaming controllers can haveadded electronic features that enhance the controllers in both anaesthetic and functional manner. For example, a game builder ordeveloper could come out with a children's game that has animated planesor helicopters that can talk, and the game developer can create a“helicopter” controller add on that might be a physical piece thatreplaces part of the gaming controller's housing that adds a littlepropeller that turns (e.g., to control portions of the game or foraesthetic purposes). In some embodiments, an accessibility enhancementcan be added for people with disabilities, where the skin includesdifferent buttons (e.g., larger, different colors, differentmaterial/feel, or the like) than the ones originally on the gamingcontroller, added gripping surface, and the addition of numerousvibration elements or lighting elements to help people locate controls.

In some embodiments, the gaming controllers can include functionalityfor tactile display surface skins. One problem with using a displayscreen (e.g., LCD, OLED, variations thereof, or the like) for a gamecontroller surface is that the glass is smooth, thus as a player pressesthe virtual buttons on the display screen surface, the player's fingersslowly drift out of position since there is no tactile feedback. In someembodiments, a set of transparent overlays can be implemented to slideinto the display screen adding tactile patterns to help the playerlocate his/her finger in relation to the virtual buttons. In someembodiments, the gaming controllers can include functionality for atopological morphing tactile touch surface. It is now possible tomanufacturer plastic and piezo electric films that can be placed over asurface. In some embodiments, these piezo electric films can have anarray of actuators that can be addressed to form new shapes used tactilefeedback. In some embodiments, the surface of a transparent coating onthe display screen may be configured to deform with approximately 0.1mm+ surface detail in real-time. For example, a deformable plastic sheetthat covers the display screen could allow real-time tactile feedback toguide the player. This would allow the display screen to be used as aBraille output device and support visually impaired players as well.Also, in some embodiments, the display screen can use the display screenas a light source (e.g., setting the screen to full brightness and awhite background). In some embodiments, at least a portion of the LEDson the gaming controller can be set to turn on at the same time as thedisplay screen to create a bright flashlight effect that enhances thedisplay screen's light power.

In some embodiments, the gaming controllers can include an IR TVtransceiver. Nearly all TVs are compatible with IR signals to controlthe TV, similar to most entertainment equipment. In some embodiments, anIR transceiver can be included in the gaming controller to allow thegaming controller to be used as a universal remote to control TV and/orentertainment system.

In some embodiments, the gaming controllers can include compatibilityfor LowFi Wireless. A household is often flooded with signals, and thesignal integrity of Bluetooth and/or WiFi can get to be less desirable.To that end, another technique is to use lower/older frequency bandslike 2700 MHz and 900 MHz. These bands are less directional, work betterindoors, and typically have no other competing devices. That said, whensupporting multiple controllers in a badly congested signal scenario,the gaming controllers may back down to a custom wireless transceiver“radio” configuration with a custom protocol. In some embodiments, forexample, thousands of bytes can be sent per second with a LowFi wirelessconfiguration, as opposed than millions, but for the needs of thecontroller in certain situations that is acceptable.

In some embodiments, the gaming controllers can be used as a virtualreality (VR) Headset. In some embodiments, the gaming controller can beused as the display screen and tracking/computer hardware for a passive(semi passive) VR headset, where the gaming controller can be configuredto slide into the VR headset and then players can experience VR with thegaming controller. In some embodiments, other peripherals can beconnected to the gaming controller and/or gaming console to enhance a VRexperience. For example, additional wrist/ankle/abdominal straps and/orsensors could track additional movement/actions in games. Also, forexample, there could also be proximity sensors that are placed in amovement area (e.g., a living room or play area) to enhanceapproximations of player movements and positions in the given movementarea.

In some embodiments, the gaming controllers can be used with a roboticsplatform. For example, the gaming controller could slide into roboticshardware and be used as the brains of the system. For example,implementations on www.robotshop.com, and other similar products, can beused with the gaming controller.

In some embodiments, the gaming controllers can include the capabilityof generating digital scents to enhance a movie, game, or otherentertainment venue digitally and quickly (e.g., generating the smell ofsmoke, then the smell of a rain forest, and having the player noticethis change in smell at the right times). In some embodiments, thisdigital scent capability in the gaming controller can be used to providea more immersive gaming and entertainment experience by providing anopportunity to provide the players a chance to suspend disbelief. Insome embodiments, there could be a number of available smells (e.g., 1,5, 10, 15, 20, or more smells). In some embodiments, the gamingcontroller can execute using piezo vaporization to generate scents ingames. In some embodiments, smells can also be generating from thegaming console.

Example Disc Wheel for Gaming Controller

FIGS. 4A-4K illustrate an embodiment of a disc wheel 50 to be used as acomponent in the gaming controller (e.g., gaming controller 140, orgaming controller as shown in FIGS. 2A-2H) illustrated in FIGS. 3A-3L.In some embodiments, the disc wheel 50 can be configured to be amulti-directional tiltable disc that can be used by a player on a gamingcontroller as an input to control movement on a TV screen, for example.

Example Gaming Console with Gaming Controller

FIGS. 5A-5K illustrate an embodiment of the gaming console illustratedin FIGS. 2A-2H with gaming controllers illustrated in FIGS. 3A-3L. Theconfiguration in FIGS. 5A-5K show how the gaming controllers can beplaced on and connect with a gaming console. For example, the slantedconfiguration of the circuit board 76 and the components above circuitboard 76 can be configured so that the gaming controller 30, when set onthe surface 12 of the gaming console 10, can slide into place so thatthe pins 78 (e.g., pogo pin or spring-loaded pin or the like) of thegaming console 10 are in electrical contact with connection 80 in thegaming controller 30. Such a connection between pins 78 and connection80 can be used to charge the gaming controller, transfer data, pair thegaming controller to the gaming console, or for other similar features,for example.

Gaming Server, Gaming Console, and Gaming Controller

FIG. 6 illustrates an embodiment of a networked computing environmentincluding a gaming console, gaming controllers, and gaming servers. Thenetworked computing environment may include a gaming console 101 forimplementing a game balancing system 102 and other various systems. Thenetworked computing environment 100 can include one or more gamingcontrollers 140 and one or more gaming servers 120. The gaming console101 may communicate via a network 130 with the gaming server(s) 120.Although only one network 130 is illustrated, multiple networks mayexist. The components described herein are not meant to be exhaustivebut only a sample of what components may be implemented. Some componentsmay be combined and others may be removed or substituted with similarcomponents.

A. Gaming Console(s)

The gaming console 101 may include a processor, an internal powersource, a game balancing system 102, a display generation engine 103,application host systems 105, a user/parental control system 106, atoken engine 108, a LED control engine 110, RFID tag(s) 112, and a datastore 107. The gaming console 101 may communicate with gaming server(s)120 over a network 130. The gaming console 101 may communicate withgaming controller(s) over a network 130, and also directly with a wiredor wireless connection. In some embodiments, the data store 107 canstore player game data 109, player controller data 111, player matchdata 115, parental control settings, player token status, or the like.In some embodiments, the gaming console 101 can comprise multiplesystems connected via a local area network or via the Internet. Also, insome embodiments the gaming console 101, or portions thereof, can belocated on the gaming controller(s) 140 and/or the gaming server(s) 120.

In some embodiments, the gaming console 101 can include one or moreapplication host systems 105 and a game application 114. Further, thegaming console 101 may include one or more application host systems 105enabling players to access a portion of the game application 114. Insome embodiments, the application host systems 105 can be configured toexecute at least a portion of a game application 105 executing on agaming console 101. In some embodiments, an application host system 105can host and maintain a data store 107 configured to store informationassociated with the application host systems 105 and the gaming console101. The data store 107 can include gameplay videos associated with aplurality of game applications 114. In some embodiments, gamingserver(s) 120 can include the game application 114 or an additional gameapplication 122 that can be hosted by the application host systems 105on the gaming console 101.

In some embodiments, the gaming console 101 can include additionalfeatures and software that is configured to provide additionalfunctionality to players or users of the gaming console 101. Forexample, the gaming console 101 can include software that allows aplayer to enter specific calendar dates (e.g., birthdays, graduations,anniversaries, etc.) to allow the gaming console 101 to recognize thosedates and interact with the player (e.g., through the gaming console101, gaming controller 140, a television, etc.) when the dates arereached. Also, in some embodiments, the gaming console 101 can includeleaderboards (e.g., online leaderboards) which can include a high scoreleaderboard system based around a combination of different locationsthroughout the world and different times. The leaderboards can allowplayers to compare their game scores against other players globally, intheir country, regionally, on their console, and finally amongst aprivate set of participants defined by the player. These domains can beviewed through a time filter of year, month, or week. For example,locations can include information related to where the score wasreached, for example: City/Town, State/Province, County, Continent,World; and time can include information related to when the score wasreached, for example: Daily, Weekly, Monthly, Yearly, All-time. In someembodiments, digital leaderboard trophies and certificates can beprovided directly to players or end users via, for example, an e-mail,text, messaging, and/or the like which can be printed out for display.For example, when a player has achieved the top of a leaderboard in anyof the domains at the end of any of the time periods, and the player canbe notified (e.g., pop-up or prompt in a gaming controller, gamingconsole, letter, email, text, or the like) of their accomplishment, aswell as offer the player a certificate to download for printing. Forexample, the certificate memorializes the details of theiraccomplishment and includes a QR code that links to a webpage thatverifies their accomplishment on a leaderboard web page. In someembodiments, a player can be monitored based on an IP address associatedwith the player's gaming console/controllers or based on the player'saccount settings. In some embodiments, a player can create a privateleaderboard with friends and family. In some embodiments, a leaderboardcan be based on a unique id, which consists of the game's unique ID anda unique name per leaderboard belonging to the game. A game may definemultiple leaderboards, such as overall score, score per specific level(i.e. a leaderboard per level), time to complete the game, time tocomplete each level. The UI on the console for viewing leaderboardsviews one game's leaderboards at a time. In some embodiments, inaddition to the listing of players and scores, a histogram of anyleaderboard can be generated to highlight where on the histogram theplayer's top score lies. For example, the histogram can be generated bytaking the difference between the highest and lowest score on theleaderboard, dividing that by a constant of how many bars we want toshow (e.g., 5, 10, 25, 50, or more) to find a score range per bar, andthen calculates the height of a bar by counting how many leaderboardscores fall in the range of the bar.

In some embodiments, functionality for product sharing and a bonusprogram can be implemented. For example, the ability to use a gamingcontroller 140 and security keys to download purchased products ontoanother gaming console 101 at a different location to play can beimplemented. For example, once a first controller with a game isdisconnected from a gaming console 101, the game downloaded from thefirst controller to the gaming console 101 becomes locked/deactivatedand the gaming console 101 is offered the game at a discount and/or astore credit is given to the person who brought the first controller andshared the game. In some embodiments, the game is accessible on thegaming console 101 for a limited amount of time before being locked.

1. Application Host System(s)

In some embodiments, the gaming console 101 can include an applicationhost system 105 that may be configured to execute a portion of a gameapplication 114 or additional game application 122 operating on thegaming console 101. The application host systems 105 may execute anotherapplication instead of or in addition to executing a portion of the gameapplication 114 and/or a host application, which may complement and/orinteract with the game application 114 during execution of a gameplaysession of the game application 114.

In some embodiments, the gaming console 101 may enable multiple players,gaming controllers 140, or gaming consoles 101 to access a portion ofthe game application 114, additional game application 122, and/or a hostapplication. In some embodiments, the portion of the game application114 executed by application host systems 105 of the gaming console 101may create a persistent virtual world. This persistent virtual world orvirtual environment may enable one or more players to interact with thevirtual world and with each other in a synchronous and/or asynchronousmanner. In some cases, multiple instances of the persistent virtualworld may be created or hosted by the gaming console 101. A set ofplayer may be assigned to or may access one instance of the persistentvirtual world while another set of player may be assigned to or mayaccess another instance of the persistent virtual world.

In some embodiments, the application host systems 105 may execute ahosting system for executing various aspects of a game environment. Forexample, in one embodiment, the game application 114 may be acompetitive game, such as a first person shooter or sports game, and theapplication host systems 105 can provide a dedicated hosting service forhosting multiplayer game instances or facilitate the creation of gameinstances. In some embodiments, the application host systems 105 canprovide a lobby or other environment for player to virtually interactwith one another, change settings of a game, or to select a game toplay. In some embodiments, the virtual environments may be populatedwith one or more virtual characters, objects, features generated by agame balancing system 102, as well as one or more characters, objects,and/or features designed by a game developer.

2. Data Store

In some embodiments, the gaming console 101 can include a data store 107that comprises data related to players that use the gaming console 101and the games that are played. For example, data can be stored in aplayer profile that is stored locally in the data store 107 and/orremotely in the player profile data store 128 in one or more gamingservers 120. The data can include information associated with eachplayer, how the player plays one or more games, how the player uses agaming controller 140, how the player plays against other players (e.g.,in particular games or generally), or any other information associatedwith the player that the gaming console 101, gaming controller 140, orgaming server 120 can track and use for potential game balancing.

3. Game Application

In some embodiments, the gaming console 101 is capable of executing oneor more game applications 114 (which, hereinafter may include theadditional game applications 122, if applicable), which may be storedand/or executed locally and/or in a distributed environment. In alocally executed game application 114, generally, the game does not relyor utilize an external computing system to execute the game application114. In some instances, a locally executable game can communicate withan external server (e.g., a gaming server 120) to retrieve additionalgame application 122 information associated with the game, such as gamepatches, game authentication, clouds saves, custom virtual characterdata, user account data, or other features. In distributed gameapplications, the player system(s) 102 may execute a portion of a gameand the gaming console 101, or an application host system 132 mayexecute another portion of the game. For instance, the game may be agame that includes a client portion executed by the gaming console 101and a server portion executed by one or more application host systems105. The game application 114 may be any type of game, includingmultiplayer games (such as, for example, multiplayer first personshooters (FPS), mobile online battle arenas (MOBA), racings games,sports games, shooting games, pong, and other multiplayer games) andsingle player games (such as for example, role playing games (RPG),adventure games, puzzle games, and other single player games).

The gaming console 101 can execute a game application 114 based onsoftware code stored at least in part in the data store 107. The gameapplication 114 may also be referred to as a videogame, a game, gamecode, and/or a game program. A game application 114 should be understoodto include software code that a gaming console 101 can use to provide agame for a user or player to play. A game application 114 may comprisesoftware code that informs a gaming console 101 of processorinstructions to execute, but may also include data used in the playingof the game, such as data relating to constants, images, and other datastructures. In the illustrated embodiment, the game application 114 caninclude a game engine, game data, and game state information.

The game application 114 can be configured to incorporate adjustments tofeatures in the game based on output from the game balancing system 102.The output from the game balancing system 102 may include instructionsidentifying portions or features of a game that should be changed oradjusted and details regarding the extent of the change or adjustmentsfor each particular portion or feature of the game. In some embodiments,output from the game balancing system 102 can be stored and accessedfrom a data store 134. The game application 114 may request output fromthe game balancing system 102 to incorporate in the game. In someembodiments, the game balancing system 102 can provide instructions tothe game application 114 to include changes or adjustments forparticular portions or features of the game during the display of thegame application during a gameplay session.

A game engine can be configured to execute aspects of the operation ofthe game application 114 within the gaming console 101. Execution ofaspects of gameplay within a game application 114 can be based, at leastin part, on the player input received, game data associated with thegame, and any game state information. The game engine can executegameplay within the game according to any game rules. Examples of gamerules can include rules for scoring, possible inputs, actions/events,movement in response to inputs, and the like. Other components cancontrol what inputs are accepted and how the game progresses, and otheraspects of gameplay. The game engine can receive the player inputs anddetermine in-game events, such as actions, jumps, runs, throws, attacks,and other events appropriate for the game application 114. Duringruntime operation, the game engine can read in game data and game stateinformation to determine the appropriate in-game events.

The game data can include game rules, environmental settings,environmental objects, constraints, skeleton models, tutorialinformation, route information, and/or other game applicationinformation. At least a portion of the game data can be stored in thedata store 107 or application data store 126. In some embodiments, aportion of the game data may be received and/or stored remotely, such asin a remote application data store 126. In such embodiments, game datamay be received during runtime of the game application 114.

During runtime, for example, the game application 114 can store gamestate information, which can include a game state, character states,environment states, scene object storage, route information and/or otherinformation associated with a runtime state of the game application 114.For example, the game state information can identify the state of thegame application 114 at a specific point in time, such as a characterposition, character orientation, character action, game levelattributes, and other information contributing to a state of the gameapplication. The game state information can include dynamic stateinformation that changes during a gameplay session, such as charactermovement positions, and static state information that is constant duringa gameplay session. In some embodiments, at least a portion of the gamestate information can be updated on a periodic basis, such as multipletimes per second. In some embodiments, the game state information can beupdated on an event-based basis. Furthermore, in some embodiments, thegame state information can include game balancing adjustments or changesthat are included in the game based on output from the game balancingsystem 102.

In some embodiments, game applications can include updated versions ofgames played on prior systems. In some embodiments, the updated versionsof games can include reimagined Intellivision classics and otherreimagined industry classics. In some embodiments, the games can comepre-installed on a gaming console 101. In an example, updated versionsof games can include: updated graphics, modernized audio, additionallevels, multi-player modes (local and online), tournament modes, orother features that may affect gameplay experience. Some titles of gameinclude, but are not limited to: Astrosmash™ Shark! Shark!™, Baseball,Night Stalker™, Skiing, Math Fun™, SNAFU™, Utopia™, Frog Bog™, Boxing,Bowling, Triple Action™, Tron Deadly Discs™, Cloudy Mountain: Crown ofKings, Star Strike™, Horse Racing, Auto Racing, B-17 Bomber™ Pong™,Asteroids™ Centipede™, Tempest™, Adventure™, Missile Command™, Yar'sRevenge™, Breakout™ Lunar Lander™, Night Driver™, Sky Diver™, Warlords™,Microsurgeon™, Atlantis™ Demon Attack™, Dracula™, Beauty and the Beast™,Ice Trek™, Swords & Serpents™ Dragonfire™, Truckin'™, Miner 2049er™,Super Burgertime™, Bad Dudes™, Caveman Ninja™, Moon Patrol™, R-Type™, 10Yard Fight™, Lode Runner™, Spelunker™, Kung-Fu Master™, MotoRace USA™,Tropical Angel™, Archon™, and ToeJam & Earl™. Also, the listed games andother games can be developed to be family friendly and rated “E forEveryone” or “E10+”. In some embodiments, a developed game may beexclusive to the system. In some embodiments, games can be tested topass a strict quality control program. In some embodiments, balancedgameplay and design for Equal Opportunity Gaming™ for all can beimplemented. In some embodiments, games are downloadable by a gamingconsole 101 from one or more gaming server(s) 120, gaming controller(s)140, or other gaming consoles. In some embodiments, there is little tono costly DLC (Downloadable Content) add-on's or “In-App Purchases”. Insome embodiments, DLC may be provided for free.

4. User/Parental Control System

In some embodiments, the gaming console 101 can include a user/parentalcontrol system 106 that can include a graphical user interfaceconfigured to receive instructions associated with adjusting gameplayand system settings associated with the gaming console 101 and/or gamesplayed on the gaming console 101. Current implementations of parentalcontrols leave much to be desired in ease of use—requiring account setupand registration and passwords, and difficulty in finding the parentalcontrol menu in the haystack of console menus. These hurdles cause manyparents to forego setting up parental controls, resorting instead tosimply telling their kids when to get off the console, which createsconflict that turns the game console into a parent's adversary. Here,the user/parental controls are straightforward and implement featuresthat turn the gaming console 101 into an effective tool that parents canuse to incentivize and reward good behavior.

In some embodiments, the gaming console 101 gives parents access toparental controls (e.g., via a graphical user interface, such as the oneshown and described with respect to FIG. 9A) with a physical card thatships with the game console, such as those shown and described withrespect to FIG. 9B. For example, the “parent key” can be advertised as afeature, and in some embodiments, they key can be included inside asealed envelope marked “FOR PARENTS ONLY.” In some embodiments, the keycan be a credit-card-sized card with a picture of a key on one side anda QR code on the other side. In some embodiments, the parent key canhave a cut-out slot near one end for attaching to a keyring or lanyard.A note in the envelope instructs the parent to tap the key on the gamingconsole's RFID reader to invoke the parental controls menu on the TV,which they can then navigate with a gaming controller. Thisstraightforward, intuitive physical device removes many if not all thehurdles mentioned above to accessing parental controls.

In some embodiments, embedded computer accessible information in a RFID,magnetic strip, or the like can be included in the parent key and can bepart of a distinct set of parent key IDs that is recognizable by thegaming console 101, for example by one or more RFID tag(s) 112. In someembodiments, upon first use on the gaming console 101, the parent keybecomes paired to the gaming console 101 (e.g., pairing information canbe stored in the data store 107), and thereafter the parent key canaccess user/parental controls for that gaming console 101. In someembodiments, it is possible to replace the key if lost or damaged. In anembodiment, a gaming console 101 receives instruction from a gamingserver 120 to pair to a new key (which is issued when a replacement keyis, for example, mailed out).

In some embodiments, parents may also administer user/parental controlsfrom their mobile phone by using the QR code on the parent key (e.g.,using a browser, with a mobile application, or the like). In someembodiments, mobile phones having NFC capability can also read an RFIDtag in the parent key as an alternative to scanning the QR code, forexample. In some embodiments, provided the gaming console 101 isconnected to the internet, changes to user/parental controls can beaccessed by the gaming console 101 and then applied by the gamingconsole 101. Also, in some embodiments, provided the gaming console 101is connected to the internet, changes to user/parental controls can bepushed to the gaming console 101. Having online control can beadvantageous so that parents can manage the settings from any locationand conveniently while the gaming console 101 is being used, forexample. In some embodiments, the parent may also setup a logincredential with an email and a password that will allow them to accesstheir parental controls panel from any web browser, so they canadminister settings from a PC, mobile phone (e.g., browser, application,or the like), gaming controller 140, or gaming console 101, without theparent key.

In some embodiments, there is no menu item for accessing parentalcontrols in the gaming console's settings menu. This may have the effectof hiding such controls from children playing the gaming console 101 andmay limit or prevent the children from trying to hack into theuser/parental control settings. In some embodiments, a parent may set apassword, from within the user/parental control menu (e.g. the graphicaluser interface in FIG. 9A), for additional security. In someembodiments, as shown in FIG. 9B, a parent key may include a QR code,embedded computer accessible information such as RFID, magnetic strip,combinations of the same or the like.

In some embodiments, the gaming console can include default settingsthat establish default healthy time limits or time-of-day limits. Forexample, these limitations can include having different limits ondifferent days of the week (e.g. school days vs weekends). For example,incorporating default settings may remove stress from parents, becauseeven if they do not get to it right away, they know that healthy limitsare already in place, which they can modify at their leisure. Moreover,parents or caregivers can blame the console instead of having to saythey personally required the limited play. Similarly, in someembodiments, the gaming console may not include default settings but caninclude templates for default settings that establish default healthytime limits or time-of-day limits such that the templates can be enabled(e.g., with a single click or selection by a parent).

In some embodiments, virtual tokens may be available. Virtual tokens canbe used to set a soft limit on gameplay that is duration based andprovides a reasonable compromise between time limits and playerexperience. For example, each token is worth a fixed amount of playtime. Tokens can be used as a reward system for doing real worldactivities such as chores, getting a good grade on a quiz, etc. Tokenscan be used along with time-of-day limits or instead of time-of-daylimits. They can be scheduled to be granted automatically at setintervals, and/or manually granted through parental controls (on thegaming console 101 via a graphical user interface, a mobile application,a browser, or the like).

With respect to video game arcades where a token, like a quarter or somecustom device was worth a variable amount of play time, depending on thegame, the duration ended at a natural pausing point (e.g., when you lostyour last life). In some embodiments, a similar concept is implementedhere with soft time-limits that will not cut a player off abruptly rightin the middle of an encounter for example, but may come into effect atmore natural pause point (e.g., at check points in a platformer game, orbetween levels). In some embodiments, the gaming console 101, via theuser/parental control system 106, can track a time limit remainingassociated with the tokens and determine when to stop the gameplay thatis convenient for the player. In some embodiments, gameplay can stopbefore or after the allotted time based on the tokens. For example, if aplayer has 10 minutes of gameplay remaining and the player reaches acheckpoint or beats a level after 9 minutes, the user/parental controlsystem 106 can determine based on the player's skill level or game beingplayed (e.g., typical rounds may last more than the remaining time of 1minute based on the player and/or generally for the game being played)that the gaming console 101 should enforce the time limitation and stopgameplay at the 9 minute mark. In some embodiments, any under-time(e.g., time playing the game remaining on the token, or the 1-minuteremaining in the prior example) can advantageously be carried over tothe next play session as a credit, or additional play time. In anotherexample, if a player has 10 minutes of gameplay remaining and the playerdoes not reach a checkpoint or beat a level until 12 minutes pass, theuser/parental control system 106 can determine that the gaming console101 should enforce the time limitation and stop gameplay at the12-minute mark. In some embodiments, any over-time (e.g., time playingthe game passed the expiration of the token, or the 2 minutes extraspent playing in the prior example) can advantageously be carried overto the next play session as a debit, or less play time.

In some embodiments, the graphical user interface displaying theuser/parental controls menu (e.g., on the gaming console, a mobileapplication, browser, or FIG. 9A) allows a parents to change default“Healthy Play Limits” settings to reduce or add play time for theconsole or per player account, or set it to play only when unlocked bythe tap of the parent key for a specific duration, or to variouscombinations of the above or to unlimited play.

In some embodiments, lost, broken or hacked parent keys can be replacedby a request. For example, a request can be sent through, mail or via amobile application or browser. A request may include a serial number ofthe console and possibly some authentication of a parent or caregiver.Other solutions may include a login/password access method in additionto or separate from one or more of the other methods described. In someembodiments, once a request is processed, a replacement key can bemailed to an address associated with the request. In some embodiments,for example there may be a situation where a parent set up a mobilephone to access and control parental control settings of a gamingconsole, and the parent's child has the physical parent key and isaccessing the parental control settings. In such a situation, the parentcan send a request by any of the means disclosed herein, and also havethe original parent key the child possesses deactivated withoutdeactivating the mobile phone's access until a new parent key arrived inthe mail.

In some embodiments, the parent key includes a RFID tag that is part ofa distinct set of parent key IDs that is recognizable by the gamingconsole 101 (e.g., via the console's firmware). For example, upon firstuse of the parent key on the gaming console 101, the parent key RFIDbecomes paired to the gaming console 101 (internally recorded in thegaming console 101 in data store 107), and thereafter only that parentkey can access user/parental controls. However, in some embodiments, itis possible to replace the key if lost or damaged, provided the gamingconsole 101 is connected to the internet to receive instruction from theserver to pair to a new key (which is issued when a replacement key ismailed out). In some embodiments, a new key can be mailed out andconfigured to replace the existing key with a tap on the gaming console101 without an internet connection.

5. Radio-Frequency Identification (RFID) Sensor(s)

In some embodiments, the gaming console 101 can include Radio-frequencyidentification (RFID) sensor(s) 112 that may include one or more RFID orNFC sensors. Such sensors use electromagnetic fields to automaticallyidentify and track tags attached to objects, such as the gaming console101, gaming controllers 140, and/or parent key (e.g., FIGS. 9A and 9B).In some embodiments, an RFID tag consists of a radio transponder (e.g.,a radio receiver and transmitter). When triggered by an electromagneticinterrogation pulse from a nearby RFID reader device, the tag transmitsdigital data, usually an identifying inventory number, back to thereader. This number can be used to track information or data. Passivetags are powered by energy from the RFID reader's interrogating radiowaves. Active tags are powered by an internal power source or batteryand thus can be read at a greater range from the RFID reader; up tohundreds of meters. In some embodiments, the RFID tags 112 may beembedded in the gaming console 101. In some embodiments, the gamingconsole's RFID tags 112 may include a RFID reader and/or a RFID tag(e.g., active and/or passive). In some embodiments, the parent keydescribed herein with respect to the user/parental control access (e.g.,the card shown and described with respect to FIG. 9B) includes a passiveRFID tag. In some embodiments, the RFID tag(s) 112 can communicate withthe parent key's passive RFID tag.

6. LED Control Engine

Similar to the LED control engine 144 described herein, the LED controlengine 110 is configured to control one or more light-emitting diodes(LEDs) which are semiconductor light sources that emit light whencurrent flows through. In some embodiments, the gaming console 101includes one or more LEDs that can be activated to turn on and, in somecases, turn on as a certain color, with the respective LED controlengine 110. The LEDs in the gaming console 101 can synchronize with theLEDs in the gaming controller 140. Lights are used interactively duringgameplay to signify game elements, players turn, provide environmentambience, positive or negative feedback, etc. The gaming console 101 caninclude buttons or indicators that include LEDs, or LEDs that areincluded nearby the buttons or indicators, that can light up when theyare pressed, that can light up when they need to be pressed, or that canlight up to indicate information (e.g., that WiFi is connected, orcontrollers are connected/disconnected, etc.). In some embodiments, anumber of LED emitters (light pipes) can be designed into a gamingconsole 101 to create lighting FX around the gaming console 101. In someembodiments, LED lighting control can be used to create tension in agame. For example, if a player is losing or winning, the gamingcontroller's LED lights can be turned on or flash accordingly.

In some embodiments, an application-programming interface (API) can beimplemented for the LED control engine 110. The API, a computinginterface, can define interactions between multiple softwareintermediaries. For example, the API can define the kinds of calls orrequests that can be made, how to make them, the data formats thatshould be used, the conventions to follow, etc. The API can also provideextension mechanisms so that users or developers can extend existingfunctionality in various ways and to varying degrees. The API can beentirely custom, specific to a component, or it can be designed based onan industry standard to ensure interoperability. In some embodiments,the API can be documented for develops to use. In some embodiments, theAPI can be designed so that it can be “interrogated” to determinesupported functionality. The system that provides the API can change itsinternal details “behind” that API without affecting its users ordevelopers. In some embodiments, developers can program games andfeatures of games to send instructions to the LED control engine 110directly or through the use of the associated API. In some embodiments,the API and/or LED control engine 110 can work in synchronicity with acorresponding API and/or LED control engine 144 associated with thegaming controller 140.

7. Game Balancing System

Creating fun and competitive head-to-head game play between participantswith varying skill levels can be challenging for game designers andfrustrating for those playing. Losing all the time can be frustratingand winning all the time can get boring resulting in a disappointinggaming experience.

Balanced competitive head-to-head game play stimulates the competitivespirit in gaming and increases cross-user experiences. In someembodiments, the game balancing system 102 uses performance data (e.g.,player game data 109, player controller data 111, game match data 115, acombination thereof, or the like), for example, accuracy, reaction time,play patterns, controller coordination, combinations of the same or thelike can be tracked for each participant and/or for each game, gaminggenre or category, combinations of the same or the like. In anembodiment, as head-to-head game play transpires, the system monitorsthe game and can determine adjustments to gameplay dynamics to reduceperceived imbalance of one participant over the other. In someembodiments, the game may shrink or grow a paddle in a game like Pong.For example, were the game balancing system 102 to determine a left sidePong player was relatively more skilled than a right side Pong player,the left side paddle may decrease in vertical length from standardgameplay and the right side paddle may increase vertical length,effectively helping the right side player and hindering the left sideplayer in a manner designed to equalize their respective playingabilities. In some embodiments, only the left side player paddle or theright side player paddle may be adjusted, and in some embodiments, bothpaddles may be adjusted to varying degrees or proportionally. Otherembodiments include increasing or reducing the size of things that mightrequire precise timing to be jumped, like rocks or ditches in MoonPatrol. Other examples may include limiting the speed or corneringability of a vehicle in a racing game or even restricting the types ofmoves available or damage inflicted in a head-to-head fighting game. Asthe game balancing system 102 tracks performance data (e.g., player gamedata 109, player controller data 111, game match data 115, a combinationthereof, or the like) for specific players, it may advantageously applybalance adjustments from the very beginning of game play between knownplayers. In an embodiment, the game balancing system 102 may evenrecognize purposeful poor playing by a relatively new player trying totrick the game balancing system 102 into helping the player win againstother players. In some embodiments, a controller is matched with aplayer profile and that player profile determines game balancing. Inother embodiments, player or user identification and/or authenticationinformation assign a player profile to a particular controller for alength of time the player is using the controller.

In some embodiments, the gaming console 101 can include a game balancingsystem 102. In some embodiments, the game balancing system 102 can beconfigured to include the functionality to allow the gaming console 101to interactively track a player's ability or skill level and thendetermine adjustments to game software based on that input in real-time.In other words, an interactive on-the-fly handicapping system that setsa player's ability so that players of all skill levels can competetogether on a playfield that has adjusted for player skill in real-time.

As shown in FIG. 6 , the game balancing system 102 may comprise playergame data 109, player controller data 111, game match data 115, local AIbalancing component 113, and a balancing data store 117. The componentsof the game balancing system 102 can be communicated with directly (forexample, through an API or other call) or through other componentsindirectly. For example, a call can be made to the game balancing system102 that then pulls data stored on the balancing data store 117 and thedata store 107 to be used in preparing requested display generationinstructions. The game balancing system 102 can communicate withapplication data store 126 and/or with the application host systems 105to acquire data associated with a game application 114 (e.g., in someembodiments also additional game application 122) and to provide customgame data for use in a game application 114. The game balancing system102 can additionally or alternatively communicate with gamingcontroller(s) 140 and/or gaming server(s) 120 through the network 130.

The game balancing system 102 can be included locally (e.g., 102),remotely (e.g., 124), or both. The game balancing system 102 can adjustportions of games (e.g., as the games are being played, prior to a game,after a game, etc.) so that players playing the game can experiencebalanced gameplay. For instance, if a first player is very experiencedat a particular game, with a particular controller, and/or with similargames, and a second player is not experienced, then the game balancingsystem can adjust features of a game being played by both the firstplayer and second player so that the gameplay and/or the outcome of thegame appears to be more even. For example, the first player may lose orhave reduced abilities or benefits in the game, the second player maygain or have enhanced abilities or benefits in the game, or both. Theeffect would be that the gameplay and/or the outcome (e.g., win/lossratio) would be even between the players.

In some embodiments, the game balancing system 102 can adjust featuresof the game on-the-fly during the game, or in between each game or setof games. It is advantageous that any adjustments to the game made bythe game balancing system 102 are effective, but also do not limit thefunctionality of the game. For example, certain games require certaintypes of skills such as a fine motor control to position an object in agame, reaction timing to respond to updated game content, or any otherskills that relate to improved gameplay by a player. For example, insome embodiments, the game balancing system 102 can implementadjustments to features of a game for an inexperienced player to enhancethe inexperienced player's abilities in the game so that the player canplay the game more easily (e.g., win against a more experienced player).However, in some embodiments, the game balancing system 102 can belimited to affect certain features within a range, as well as one ormore features within a game. For instance, enhancing an ability for aninexperienced player can allow the inexperienced player to performbetter in the game (e.g., against a more experienced player), but at acertain point, the enhancement may have a negligible orcounter-productive effect. The enhancement may be so extreme as to limitthe functionality of the game, or even make the game more difficult toplay by the inexperienced player. The same can be true for reductions inabilities or features implements for experienced players. Thus, it isdesirable in some embodiments, and in some games, to limit anyadjustments to features or abilities in a game to be within a particularrange. The possible ranges of adjustments for any of the features orabilities available to the game balancing system 102 to adjust can bedetermined by the game balancing system 102 itself, preprogrammedmanually, or both.

In some embodiments, adjustments to the game made by the game balancingsystem 102 are implemented at a time and rate that does not interferewith gameplay in a significant way. For example, adjustments can beimplemented starting from a base and adjusting slowly away from the baseto a target value. In another example, adjustments can be madeinstantaneously at the target value. In addition, for example, a playermay get frustrated or confused if the game mechanics (e.g., adjustedfeatures in the game affecting the player) are adjusted during so thatthe player cannot have sufficient time to learn the mechanics. Also, forexample, a player may get frustrated or confused if the rate of change(e.g., the speed or rate at which the adjusted features in the game arechanged from a base point to a desired point determined by the gamebalancing system 102) is too quick and not at a rate that feels naturalto a player.

In some embodiments, for example, there may be two or more players thatare determined by the game balancing system 102 to be at a similar orsame skill level (e.g., the two or more players may both beinexperienced, moderately experienced, very experienced, etc.). In suchcircumstances, the game balancing system 102 may not implement anyadjustments to the game.

In some embodiments, there may be one or more players that are allinexperienced that play a game. In such circumstances, the gamebalancing system 102 may implement adjustments that enhance theabilities or features for all one or more players so that all playerscan achieve a certain level of accomplishment in the game at aparticular rate. For example, if all inexperienced players cannotadvance a selected game, or are predicted by the game balancing system102 to have difficulty in advancing the selected game, then features orabilities of all players may be enhanced so that the inexperiencedplayers can progress through the game based on a predetermined metric(e.g., within a specific time period defined manually or by the gamebalancing system 102).

In some embodiments, there may be one or more players that are allexperienced that play a game. In such circumstances, the game balancingsystem 102 may implement adjustments that reduce the abilities orfeatures for all one or more players so that all players can achieve acertain level of accomplishment in the game at a particular rate. Forexample, if all experienced players would advance a selected game tooquickly, or are predicted by the game balancing system 102 to easilyadvancing the selected game, then features or abilities of all playersmay be reduced so that the experienced players can progress through thegame based on a predetermined metric (e.g., within a specific timeperiod defined manually or by the game balancing system 102).

In some embodiments, the features that can be adjusted by the gamebalancing system 102 can vary between each game based on theparticularities of the game. For example, a first person shooting gamemay allow for adjustments of speed, level of weaponry or armor,environmental variables (e.g., wind, rain, visibility such as brightnessor fog), size of targets, size of bullets, bullet damage, shooting rate,snap-lock for targeting (e.g., if a player is within a certain number ofpixels of a target the target can be locked on with a snap for a periodof time), or the like. In another example such as pong, the paddles canbe adjusted. Some games may include one element or feature that can beadjusted, and other games may have multiple elements or features thatcan be adjusted. In some embodiments, the game balancing system 102 canuse artificial intelligence or machine learning to automaticallyimplement adjustments to particular features in a game. The gamebalancing system 102 can decide which features to adjust and by how muchto adjust the features. In some embodiments, a set of adjustablefeatures can be provided to the game balancing system 102 and the gamebalancing system 102 can adjust some or all of the provided features.For example, an administrator of the game balancing system 102, a gamedeveloper, a game publisher, or anyone with access to game source codecan provide four features of a game that can be adjusted to the gamebalancing system. The game balancing system 102 can then determine,using artificial intelligence or machine learning for example, one, two,three, or four of the provided features to adjust. In some embodiments,the game balancing system 102 can adjust all four of the providedfeatures. In some embodiments, the game balancing system 102 can adjustfewer than four of the provided features. In some embodiments, the gamebalancing system 102 can determine which features to adjust based ondata (e.g., player game data, player controller data, game match data,balancing data store, player data store, tests run by the game balancingsystem, or the like). The game balancing system 102 may determine thatof the four features provided, that adjustments to certain features may:affect game balancing more than adjustments to other features, have ameaningful effect on game balancing within a specific range ofadjustments, negate adjustments to other features, that some featureshave no impact on balancing in certain situations or at all, and otherlearnings determined from an AI algorithm or machine learning, forexample.

In some embodiments, there may be performance data associated with twoplayers but the two players with be playing competitively in a new gamethat one or more players have never played. The game balancing system102 can use a predicted adjustment based on clustered performance data(e.g., determined by the game balancing system 102, the remote gamebalancing system 124, or both) and then update the predictions andadjustments as the game is played and more performance data iscollected. For example, the remote game balancing system 124 can createa general grouping or level for players and groupings can be associatedwith default adjustments to some or all available games so that eachgrouping/level is associated with its own set of default adjustments.

In some embodiments, the game balancing system can include, or beimplemented in, a “virtual computing environment.” As used herein, theterm “virtual computing environment” should be construed broadly toinclude, for example, computer readable program instructions executed byone or more processors to implement one or more aspects of the modules,engines, and/or functionality described herein. Further, in thisimplementation, one or more modules or engines of the game balancingsystem 102 may be understood as comprising one or more rules engines ofthe virtual computing environment that, in response to inputs receivedby the virtual computing environment, execute rules and/or other programinstructions to modify operation of the virtual computing environment.For example, a request received from a gaming controller 140 may beunderstood as modifying operation of the virtual computing environmentto cause the local AI balancing component to determine adjustments orchanges to a game selected by one or more players, to generate gameapplication instructions based on the determined adjustments or changes,and render the selected game with the adjustments or changes, forexample. Such functionality may comprise a modification of the operationof the virtual computing environment in response to inputs and accordingto various rules. Other functionality implemented by the virtualcomputing environment (as described throughout this disclosure) mayfurther comprise modifications of the operation of the virtual computingenvironment, for example, the operation of the virtual computingenvironment may change depending on the information gathered from one ormore data stores (e.g., balancing data store 117, data store 107,application data store 126, and/or player profile data store 128), orfrom the remote game balancing system 124. Initial operation of thevirtual computing environment may be understood as an establishment ofthe virtual computing environment. In some implementations the virtualcomputing environment may comprise one or more virtual machines or otheremulations of a computing system. In some implementations the virtualcomputing environment may comprise a hosted computing environment thatincludes a collection of physical computing resources that may beremotely accessible and may be rapidly provisioned as needed (commonlyreferred to as “cloud” computing environment).

Implementing one or more aspects of the game balancing system 102 as avirtual computing environment may advantageously enable executingdifferent aspects or modules of the system on different computingdevices or processors, which may increase the scalability of the system(e.g., some portion of the system can be located in the gaming console101 and another portion can be located on one or more gaming servers120, for example as a remote game balancing system 124). Implementingone or more aspects of the game balancing system 102 as a virtualcomputing environment may further advantageously enable sandboxingvarious aspects, data, or modules of the system from one another, whichmay increase security of the system by preventing, e.g., maliciousintrusion into the system from spreading. Implementing one or moreaspects of the game balancing system 102 as a virtual computingenvironment may further advantageously enable parallel execution ofvarious aspects or modules of the system, which may increase thescalability of the system. Implementing one or more aspects of the gamebalancing system 102 as a virtual computing environment may furtheradvantageously enable rapid provisioning (or de-provisioning) ofcomputing resources to the system, which may increase scalability of thesystem by, e.g., expanding computing resources available to the systemor duplicating operation of the system on multiple computing resources.For example, in some embodiments, data may be collected from thousands,hundreds of thousands, or even millions of players, and many megabytes,gigabytes, or terabytes (or more) of data may be transferred orprocessed by the system, and scalability of the system may enable suchoperation in an efficient and/or uninterrupted manner.

Also, in some embodiments, the game balancing system via the local AIbalancing component can use one or more balancing models, generatedusing artificial intelligence (AI) or machine learning, to determinewhat features or aspects of a game to adjust or change, and how much tochange the specific features or aspects of the game. Based on thebalancing models, the gaming console 101 can render the game application114 with the determined adjustments or changes.

In some embodiments, the game balancing system can be used to implementfixes to one or more games. For example, if a game developer orpublisher decides that an aspect of a game should be adjusted, the gamebalancing system 102 can be used to affect such a change as a temporaryor permanent fix for the system. Also, in some embodiments, data relatedto gameplay based on adjustments can be used for bug fixing and gamechanges provided for in game updates pushed to the gaming console 101.

Also, in some embodiments, quantification of balance adjustments alsoinclude a handicapping system. For example, Competitive eSports todayare enjoyed by spectators or top-notch players. It is difficult toassess the skill level of a player, which in turn makes it difficult topair players with somewhat equal skills in any type of head-to-headcompetition. With a lack of any type of rating system such as the USTArating system for tennis or a handicapping system that you might see ina sport like golf or bowling, it makes it challenging to recreatesimilar competitions that you see as commonplace in recreational tennisand golf leagues.

In some embodiments, as data is monitored and collected for a particularplayer, machine learning clusters the player's performance in thecontext of the universe of all players (e.g., data associated with allplayers playing the gaming console 101 and/or data associated withplayers playing other gaming consoles 101 that is accessed from one ormore gaming servers 120). In some embodiments, for example, logicalgroupings of performance are quantified into a performance rating orskill level that can range from 10 to 1, 1 being the highest level ofperformance (e.g., a very good/experienced player or the like) and 10being the lowest level of performance (e.g., a bad/inexperienced playeror the like). A player may have a quantified performance rating for aparticular game, a particular genre of games, or holistically as aplayer, or some or all of the above or the like. By having an accuraterating of player performance, it is possible to facilitate tournamentsthat match players together based on their abilities—bringingparticipative competitive eSports to the masses rather than merely aspectator sport for professional gamers. In some embodiments, forexample, using the rating scale of 10 to 1 as described in this section,two players may be playing a game with a differential in skill level.For example, a first player can be ranked or associated with a skilllevel of 2, and a second player can be ranked or associated with a skilllevel of 5. The second player may want to play a game with the firstplayer but with an updated skill differential. For example, the secondplayer may want to change his/her skill level from 5 to 4 temporarily toplay a game with the first player. In some embodiments, skill level ofthe first player and/or second player, and/or the skill differentialbetween the first player and second player can be used to determine thetype or range of adjustments made to the game when the two players playwith or against each other. So, if the second player changes his/herskill level to 4, then the adjustments made to one or both players wouldbe updated and/or different than if the second player remained at askill level of 5. For example, game elements associated with the secondplayer may not be adjusted as much in order to enhance the secondplayer's likelihood of winning. Also, for example, adjustments to gameelements to the first player, second player, or both players would bedetermined based on the new skill level or difference in skill levels.In some embodiments, the second player changing his/her skill levelwould not change the system generated performance rating or skill levelfor the second player. In some embodiments, data generated based ongameplay with a customized skill level (e.g., when the second player seta skill level from 5 to 4) could be used by the gaming balancing system,or remote game balancing system, in the broader performance ratingalgorithms. For example, if the second player wins more than expectedusing the customized skill level of 4, the skill level associated withthe second player may be adjusted from 5 to 4 permanently.

In some embodiments, the performance data clustering (e.g., through theuse of AI and/or machine learning) can be done in whole or in part onthe gaming console 101 or one or more gaming servers 120. In someembodiments, different versions of the performance data clustering canbe performed on each system. For example, the one or more gaming servers120 can include more performance data collected from numerous playersusing many gaming consoles 101, and the gaming console 101 can performthe same or similar calculations but with less performance data. Inanother example, the one or more gaming servers 120 can run more complexalgorithms with respect to processing performance data for clustering,as compared to the gaming console 101. For instance, an optimized modelcan be generated by the gaming server 120 and transmitted to a gamingconsole 101 for implementation and/or minor adjustments. The gamingconsole 101 can download, receive, or access updates to the optimizedmodel when available or based on a specific timing schedule. In someembodiments, the gaming console 101 can use a default optimized model,or an optimized model downloaded or accessed from a gaming server, whiledisconnected from the internet. In some embodiments, if the optimizedmodel being applied results in one or more games that are not balancedwithin a specified threshold, the gaming console 101 can deactivate gamebalancing until a connection to a gaming server 120 is established foran updated model.

In some embodiments, tournaments can be setup online, or by connectinggaming consoles on a network (e.g., 130), by tournament directors. Insome embodiments, invites can be sent to players that have opted in toparticipating in a specific geography and/or globally. In someembodiments, various tournament structures are provided such as singleand double elimination brackets. In some embodiments, participation in atournament starts with a qualifying round that seeds the players withinthe bracket. Based on the performance of the player in the qualifyinground, a player may be bumped up or down in ranking for that particulartournament. In some embodiments, performance in a tournament can beweighted more heavily in the machine learning algorithms for determiningrank for a particular player than performance outside of a tournamentsetting. In some embodiments, some games can be marked so thatperformance data is not collected or, if performance data is collected,the data is not used in determining skill level or game balancingchanges. In some embodiments, past performance data (e.g., player gamedata 109, player controller data 111, game match data 115, a combinationthereof, or the like) in prior tournaments can be used as a seedingmechanism. In still other embodiments, the game balancing system 102 mayanalyze a difference between a quantified ranking performance andcurrent player performance to determine possible manipulation by playersof the seeding system. In such cases, a re-ranking or disqualificationcould occur.

In some embodiments, there can be a sandbag detection with respect totournament play. Sandbagging, sometimes formally referred to as“intentional underperformance,” is the act of playing poorly on purpose,which may be considered cheating. Sandbagging can occur at any level ofplay, and even at top-level tournaments, players have sandbagged. Forexample, sandbagging is sometimes done in order to prevent spectators oropponents from learning the player's playstyle. In some embodiments, forexample in a tournament, sandbagging is desired to be prevented, and inorder to prevent sandbagging, the act of sandbagging can be detected.For example, pattern detection can be indicative of sandbagging. Aplaystyle pattern can be compared to historical playstyle patterns andif there is a difference (e.g., larger than a specified threshold) thensandbagging may be occurring. In some embodiments, sandbagging can bediscouraged by matching the highest ranked or best players against thelowest ranked or worst players in the tournament. For example, a playerwould be discouraged from sandbagging because if the player doessandbag, they would be playing against tougher opponents earlier in thetournament. In some embodiments, a general grouping or skill level foreach player can be used as a way to approximate the player's abilities.These groupings would be based on performance data collected over timeand would be more difficult to manipulate because it would require asignificant amount of time playing games while intentionallyunderperforming.

In some embodiments, the game balancing system 102 may also include thefollowing functionality and features:

-   -   Improving integrity of ranking system that look to rules in        golf, drag racing or the like.        -   AI can monitor people playing to establish a rating. It            would take a lot of time and discipline for someone to            create a player/user account and play for a period of time            just to sandbag for a tournament.        -   Results from tournaments can have a heavier impact on rating            for a longer period of time, for example, a full year or            more.        -   AI can monitor play during the tournament and if play            exceeds a certain threshold over the course of the            tournament, some action could be taken such as            disqualification.        -   Prior to competition, players can be asked to play game            against game AI as a seeding round to verify that their            current rating is accurate. If they score above a certain            threshold, some action can be taken. One possibility is that            they are dropped to the lowest seed. If multiple players            exceed the threshold, the one that exceeds it by the greater            amount is dropped to the lowest seed and the other player is            dropped to the second lowest seed.    -   Rating could be a composite of multiple variables that are        instrumented within a game.    -   Ratings could only be valid across games within predefined game        categories.    -   AI could constantly analyze game play and adjust ratings as it        analyzes more people playing against each other.    -   With balanced play on, the system may adjust game play based on        player rating. With balanced play turned off game play is equal.    -   With head-to-head play and balanced play turned off—beating a        player with a better rating could be a trophy.    -   There may be many games where such balancing is not preferred,        optional, adjustable by the players, or removable by turning off        the feature.

a. Local AI Balancing Component

In some embodiments, the gaming controller 140 can include a local AIbalancing component 113 that can be used to assist the game balancingsystem 102 in determining which features or aspects of a game to adjustor change and by how much so that gameplay can be improved (e.g., ifonly one player is playing) or balanced (e.g., if two or more playersare playing). In some embodiments, for example, the local AI balancingcomponent 113 can implement one or more machine-learning algorithms orAI to generate one or more balancing models or parameter functions thatare executed by the game balancing system 102 to implement gameadjustments. In some embodiments, the adjustments can define specificchanges to portions of a game (e.g., length of a paddle in pong, firingrate or power per shot in a shooting game, or the like). The adjustmentsavailable are different for each game. For example, some games caninclude only one element that can be adjusted by the game balancingsystem 102, and other games can include two or more elements that can beadjusted by the game balancing system 102. More information regardinghow elements or features can be adjusted or changed is included herein.

A number of different types of algorithms may be used by the local AIbalancing component 113 to generate the models. For example, certainembodiments herein may use a logistical regression model, decisiontrees, random forests, convolutional neural networks, deep networks, orothers. However, other models are possible, such as a linear regressionmodel, a discrete choice model, or a generalized linear model. Themachine learning algorithms can be configured to adaptively develop andupdate the models over time based on new input received by the local AIbalancing component 113. For example, the models can be regenerated on aperiodic basis as new data (e.g., player game data 109, playercontroller data 111, game match data 115, etc.) is available to helpkeep the predictions in the model more accurate as data is updated overtime. Also, in some embodiments additional data can be provided by aremote game balancing system 124 that can provide access to additionalmodelling and/or data from other gaming consoles 101. Such additionaldata can be used to adjust any balancing models generated by the gamebalancing system.

Some non-limiting examples of machine learning algorithms that can beused to generate and update the parameter functions or prediction modelscan include supervised and non-supervised machine learning algorithms,including regression algorithms (such as, for example, Ordinary LeastSquares Regression), instance-based algorithms (such as, for example,Learning Vector Quantization), decision tree algorithms (such as, forexample, classification and regression trees), Bayesian algorithms (suchas, for example, Naive Bayes), clustering algorithms (such as, forexample, k-means clustering), association rule learning algorithms (suchas, for example, Apriori algorithms), artificial neural networkalgorithms (such as, for example, Perceptron), deep learning algorithms(such as, for example, Deep Boltzmann Machine), dimensionality reductionalgorithms (such as, for example, Principal Component Analysis),ensemble algorithms (such as, for example, Stacked Generalization),and/or other machine learning algorithms.

These machine learning algorithms may include any type of machinelearning algorithm including hierarchical clustering algorithms andcluster analysis algorithms, such as a k-means algorithm. In some cases,the performing of the machine learning algorithms may include the use ofan artificial neural network. By using machine-learning techniques,large amounts (such as terabytes or petabytes) of data may be analyzedto generate models.

a. Player Game Data

In some embodiments, the gaming controller 140 can include player gamedata 109 that can include data and information associated with playersusing the gaming console 101 to play games. For example, player gamedata 109 can include data related to how a player plays one or moregames, or a player's gaming style. Over time, player game data 109 canbe adjusted as a player improves or adjusts his/her gaming style. Forexample, in some embodiments, the system can track a player changing hergaming style over time and measure the rate of change. In someembodiments, the type of controller as stored as player controller data111 can also be a factor in determining a player's gaming style.

In some embodiments, the gaming console 101 can monitor and store datathat can be used to approximate a player's gaming style. For example,such data can include accuracy, reaction time (e.g., amount of timepassing once an objective requiring a button press is visually availableto a player), play patterns (e.g., movements and efficiency of movementsas it relates to what is to be achieved in a particular game) can betracked for each participant and/or for each game, gaming genre orcategory, combinations of the same or the like. For example, the systemcan track time acquisition, or the time is takes a player to lock on orhit a target. In another example, the system can track motor skills, orhow quick the player takes to hit a target when the target is close(e.g., close to the player's avatar in a game and/or close to crosshairsor other targeting interface element). In another example, the systemcan track time to first hits, or how many shots or attempts it takesbefore a target is hit by a player. In a driving game, for example, asystem can break a track into smaller pieces and monitor data associatedwith speed, location on the race/driving track, direction, etc. andstore the metrics in a database. In Pong, for example, the system cantrack the vector of the ball, including speed of the ball, and alsowhether a player overshoots, undershoots, or oscillates at a place wherethe player perceives the ball may contact the paddle. With respect toplay patterns, in PacMan for example, the system can track playermovements with respect to movement efficiency in collecting pointswithout losing a life.

b. Player Controller Data

In some embodiments, the gaming controller 140 can include playercontroller data 111 that can include data and information associatedwith game controllers 140 used by players. For example, player game datacan include data related to how a player uses a controller (e.g., howthe controller is held, what buttons are pressed and when), what type ofcontroller is used by the player, or the like. In some embodiments, aninertial measurement unit (IMU) sensor 147 (e.g., a MEMS 3D IMU or thelike) can be included in the gaming controller 140 that may include oneor more of: an accelerometer to measure translation and rate oftranslation, a gyroscope to measure rotation and rate of rotation,and/or a magnetometer to measure orientation relative to magnetic north.In some embodiments, certain buttons on the controller may be easier ormore intuitive for a player to press, data associated with when eachbutton is pressed based on what is happening during gameplay of a gamecan be monitored and stored. For example, data regarding what input(e.g., tracked via the input sensors 146 corresponding to each form ofinput) is being used can be stored. Such data can include whether aplayer is using the disc wheel, touchpad, and/or buttons to play a game,including when and to what proportion the player is using each input. Insome embodiments, a gaming controller 140 can be associated with one ormore players, and such data can be stored in the player controller data111. For example, some players may have changes to the controller buttonfunctionality (e.g., a left-handed player may want to invert somecontrols as compared to a right-handed player) that may be stored in theplayer controller data 111.

c. Game Match Data

In some embodiments, the gaming controller 140 can include game matchdata 115 can include data and information associated with games that areplayed, the players that play the games, and win/loss outcomes of thegames. For example, game match data 115 can include information thatindicates what game is being played, how many players are playing thegame, who wins/loses the game and by how much, the score or progress ofthe game for each player as it is being played from start to finish, andother aspects of gameplay.

d. Balancing Data Store

In some embodiments, the gaming controller 140 can include a balancingdata store 117 that can store information outputs from the local AIbalancing component 113 and/or the remote game balancing system 124. Forexample, the balancing data store can store models, algorithms,strategies that may help guide the game balancing system 102 indetermining what feature of a game to adjust and by how much based onany data available to the system.

B. Gaming Controller(s)

The gaming controller(s) 140 may include a processor, internal powersource, LED control engine 144, input sensors 146, IMU sensors 147, RFIDtag(s) 148, audio subsystems 149, RF components 151, and a data store150. The gaming controller 140 may communicate with gaming server(s) 120over a network 130. The gaming console 101 may communicate with gamingcontroller(s) 140 over a network 130, and also directly with a wired orwireless connection. In some embodiments, the data store 150 can storeplayer game data 109, player controller data 111, player match data 115,parental control settings, player token status, or the like. In someembodiments, the gaming controller 140 can comprise multiple systemsconnected via a local area network or via the Internet. Also, in someembodiments the gaming controller 140, or portions thereof, can belocated on the gaming console 101 and/or the gaming server(s) 120.

In some embodiments, the gamine controller 140 can execute at least aportion of a game application (e.g., 114 and/or 122) locally. Forexample, the gaming controller 140 can include a display screen that candisplay content from the game application and a player can play the gamewith the controller.

1. LED Control Engine

In some embodiments, the gaming controller 140 can include a LED controlengine 144. Similar to the LED control engine 110, the LED controlengine 144 is configured to control one or more light-emitting diodes(LEDs) which are semiconductor light sources that emit light whencurrent flows through. In some embodiments, the gaming controllers 140include one or more LEDs that can be activated to turn on and, in somecases, turn on as a certain color, with the respective LED controlengine 144. For example, interactive LED lights can be included on thevideo game controller (e.g., in a tiltable disc or in or near controllerbuttons). Lights are used interactively during gameplay to signify gameelements, players turn, provide environment ambience, positive ornegative feedback, etc. Also, the LEDs in the gaming controller 140 cansynchronize with the LEDs in the gaming console 101. The gamingcontroller 140 can include controller buttons that include LEDs, or LEDsthat are included nearby the controller buttons, that can light up whenthey are pressed or that can light up when they need to be pressed(e.g., a graphical user interface can indicate that a “red” buttonshould be pressed and the gaming controller 140 can light up a button'scorresponding LED to the color red). Creating input buttons with theability to light up different colors at different times enables moresimple and deeper gameplay than the prior art. For example, if a playerneeds to hit a button to advance, lighting the button up, or lightingthe button up a certain color, can indicate the player which button topress and can potentially achieve a faster response time. In someembodiments, LED lighting control can be used to create tension in agame. For example, if a player is losing or winning, the gamingcontroller's LED lights can be turned on or flash accordingly.

In some embodiments, a number of LED emitters (light pipes) can bedesigned into a gaming controller 140 to create lighting FX around thegaming controller (e.g., to mark the controller a certain color andconvey various information). For example, lighting a ring around thecontroller's disc wheel (e.g., the disc wheel shown in FIGS. 4A-4K) canbe done with a translucent ring and LEDs piped to the ring equallyspaced (e.g., 4-8 LEDs, or the like). This adds not only functionalpossibilities, but aesthetic ones as well. Additionally, the sidebuttons may be lit as well, changing colors to represent differentaction options, as well as Home/Reset button(s).

Similar to the LED control engine 110, in some embodiments, anapplication-programming interface (API) can be implemented for the LEDcontrol engine 144. The API, a computing interface, can defineinteractions between multiple software intermediaries. For example, theAPI can define the kinds of calls or requests that can be made, how tomake them, the data formats that should be used, the conventions tofollow, etc. The API can also provide extension mechanisms so that usersor developers can extend existing functionality in various ways and tovarying degrees. The API can be entirely custom, specific to acomponent, or it can be designed based on an industry standard to ensureinteroperability. In some embodiments, the API can be documented fordevelops to use. In some embodiments, the API can be designed so that itcan be “interrogated” to determine supported functionality. The systemthat provides the API can change its internal details “behind” that APIwithout affecting its users or developers. In some embodiments,developers can program games and features of games to send instructionsto the LED control engine 144 directly or through the use of theassociated API. In some embodiments, the API and/or LED control engine144 can work in synchronicity with a corresponding API and/or LEDcontrol engine 110 associated with the gaming console 101.

2. Radio-Frequency Identification (RFID) Sensor(s)

In some embodiments, the gaming controller 140 can include RFID tag(s)148. Similar to the RFID tag(s) 112 described herein, the RFID tag(s)148 may include one or more RFID or NFC sensors. Such sensors useelectromagnetic fields to automatically identify and track tags attachedto objects, such as the gaming console 101, gaming controllers 140,and/or parent key (e.g., FIGS. 9A and 9B). In some embodiments, an RFIDtag consists of a radio transponder (e.g., a radio receiver andtransmitter). When triggered by an electromagnetic interrogation pulsefrom a nearby RFID reader device, the tag transmits digital data,usually an identifying inventory number, back to the reader. This numbercan be used to track information or data. Passive tags are powered byenergy from the RFID reader's interrogating radio waves. Active tags arepowered by a battery and thus can be read at a greater range from theRFID reader; up to hundreds of meters. In some embodiments, the gamingcontroller's RFID tags 148 may include a RFID reader and/or a RFID tag(e.g., active and/or passive). In some embodiments, the parent keydescribed herein with respect to the user/parental control access (e.g.,the card shown and described with respect to FIG. 9B) includes a passiveRFID tag. In some embodiments, the RFID tag(s) 148 can communicate withthe parent key's passive RFID tag.

3. Inertial Measurement Unit (IMU) Sensor(s)

In some embodiments, the gaming controller 140 can include one or moreinertial measurement unit (IMU) sensors 147. In some embodiments, theIMU sensor 147 (e.g., a MEMS 3D IMU or the like) can be included in thegaming controller 140 that may include one or more of: an accelerometerto measure translation and rate of translation, a gyroscope to measurerotation and rate of rotation, and/or a magnetometer to measureorientation relative to magnetic north. The sensor can collect data thatcan be used to determine physical movements and an orientation of thecontroller. In some embodiments, data collected from the IMU sensor 147can also be used as inputs for gameplay, similar to the input sensors146. For example, with the IMU sensor 146, support can be provided forgames that can use motion control, games that can be played in ahorizontal position (e.g., in any direction), or vertical. The IMUsensor 147 can also keep track of the orientation of the controller andfacilitate updating a screen connected to the gaming controller 140based on the orientation.

4. Input Sensor(s)

In some embodiments, the gaming controller 140 can include one or moreinput sensors 146, which can include controller buttons (e.g., 32 and40), a disc wheel (e.g., 50), touch screen, or the like. Data regardingwhat input (e.g., tracked via the input sensors 146 corresponding toeach form of input) is being used can be stored as player controllerdata 111. Such data can include whether a player is using the discwheel, touchpad, and/or buttons to play a game, including when and towhat proportion the player is using each input.

5. Audio Subsystem

In some embodiments, the gaming controller 140 can include one or moreaudio subsystems 149. In some embodiments, the audio subsystems 149 canbe configured to transcode audio from media or games so that the audiocan be output via a headphone (e.g., connected wirelessly or wired) orone or more speakers in the gaming controller. For example, the speakerscan be used to emit sounds. In some embodiment, the speakers can be16-25 mm in diameter and capable of 0.5-1 W of power. In someembodiments, the one or more speakers can be less than 16 mm or morethan 25 mm in diameter. In some embodiments, the one or more speakerscan be capable of less than 0.5 W or more than 1 W of power.

6. RF Component

In some embodiments, the gaming controller 140 can include one or moreRF components 151. For example, the RF components can include RFtransceivers (e.g., custom or standardized) that provide relatively lowlag times since there is no protocol stack and/or many layers ofsoftware.

7. Data Store

In some embodiments, the gaming controller 140 can include a data store150. In some embodiments, the data store can store information receivedfrom the gaming console 101 and/or the gaming server 120. In someembodiments, a gaming controller 140 can be associated with one or moreplayers, and such data can be stored in the data store 150. For example,some players may have changes to the controller button functionality(e.g., a left-handed player may want to invert some controls as comparedto a right-handed player) that may be stored in the data store 150.

In some embodiments, game application 114 data, player game status, andother game-related information can be stored on the gaming controller140 in the data store 150 so that the gaming controller 140 can betransported and connected to new gaming consoles 101 and retain the gameinformation and player information. In some embodiments, authenticationkeys can be stored in the data store 150 corresponding to a specificgame or portion of a game that has been previously purchased. Theauthentication keys can be used by a gaming console 101 the controlleris newly connected to, to provide access to the game or portion of thegame (e.g., by having the gaming console 101 communicate theauthentication key to a gaming server 120 for authentication, or havingthe gaming console 101 authenticate the key without communicating with agaming server 120). In some embodiments, the authenticated game can beplayed on the gaming console by one or more players while the gamingcontroller with the authentication key is connected. This wouldfacilitate convenient sharing of a game. In some embodiments, once thegaming controller with the authentication key is disconnected from thegaming console, access to the game can be revoked immediately or after apreconfigured amount of time (e.g., 6 hours, 12 hours, 24 hours, 3 days,1 week, or never revoked). In some embodiments, once access to a game isrevoked, then a discount may be provided to the owner of the gamingconsole to purchase the previously authenticated game at a price lowerthan advertised. In some embodiments, if the game is purchased by theowner of the gaming console, the owner of the controller with theauthentication key can receive a referral bonus (e.g., credit for moregames, discounts, benefits, or the like) of helping facilitate a newsale of a game.

C. Gaming Server(s)

The gaming server(s) 120 may include an additional game application 122,a remote game balancing system 124, an application data store 126, and aplayer profile data store 128. The gaming console 101 may communicatewith gaming server(s) 120 over a network 130. In some embodiments, thegaming server(s) 120 can comprise multiple systems connected via a localarea network or via the Internet. Also, in some embodiments the gamingserver(s) 120, or portions thereof, can be located on the gamingcontroller(s) 140 and/or the gaming console(s) 101.

In some embodiments, the gaming server 120 can perform player or userauthentication. For example, user authentication can include verifyingan identity of an individual associated with a gaming controller and/orgaming console for purposes of enabling the use of system resources andpurchasing of products (e.g., games, downloadable content, or the like).In some embodiments, user authentication can be a component of theparental control system 106.

In some embodiments, the gaming server 120 can perform deviceauthentication. For example, device authentication cab include verifyingthe authenticity of a device (e.g., gaming controller and/or gamingconsole) attempting to communicate with the gaming servers 120, whereinthe authenticity of the device can determine whether the device is aunique device and the connection between the device and the gamingserver 120 is compliant with a terms of use or other technicalrequirements. For example, verifying the authenticity of a device is animportant component of defending against attacks (e.g., DDOS attacks,fraudulent activity, or other illicit actions). Also, for example,verifying the authenticity of a device is an important component ofbeing able to ban or restrict behavior of certain players under certainconditions.

In some embodiments, the gaming servers 120 can include analytics thatanalyzes data that passes through or is stored on the gaming servers120. For example, the analytics can be used by the remote game balancingsystem 124 (or the game balancing system 102 on the gaming console 101)to determine adjustments to games to improve game balancing.

In some embodiments, brand-new exclusive titles can be downloadable viaa network 130 and/or one or more gaming server(s) 120 from an onlinestore. For example, an online store can be configured to provide theability to purchase additional software or games. In some embodiments,multi-player online gaming and structured multi-tiered tournament playcan be provided. In some embodiments, a leaderboard system can includehigh scores by locations and calendar. In some embodiments, a trophy orachievement rewards system can be implemented to award uniqueaccomplishments to each player.

1. Additional Game Application

In some embodiments, the gaming server 120 can include an additionalgame application 122. As described in more detail herein with respect togame application 114, in some embodiments, gaming server(s) 120 caninclude an additional game application 122 and/or the game application114, either and both of which can stored and/or executed locally and/orin a distributed environment. In some embodiments, the gaming console101 may enable multiple players, gaming controllers 140, or gamingconsoles 101 to access a portion of the game application 114, additionalgame application 122, and/or a host application. For example, theadditional game application 122 can be all of or a portion of anexecutable game playable on a gaming console 101 and/or gamingcontroller 140. In some embodiments, the additional game application 122can be hosted on cloud services such as Amazon Web Services (AWS),Microsoft Azure, a combination of services, or the like.

2. Remote Game Balancing System

In some embodiments, the gaming server 120 can include a remotebalancing system 124. As described in more detail herein with respect tothe game balancing system 102 in the gaming console 101, the remote gamebalancing system 124 may include similar components and features as thegame balancing system 102. For example, the remote game balancing system124 may receive or access data from one or more gaming consoles 101and/or one or more gaming controllers (e.g., player game data, gamematch data, player controller data, output from local AI balancingcomponents, or the like) that can be used to develop models similar to,or the same as, the game balancing system 102. Although the gamebalancing system 102 can function as a standalone system, predictivemodels improve with more data available for generating models. Theremote game balancing system 124 can determine predictive models,similar to the game balancing system 102, using artificial intelligenceand machine learning for example (e.g., with a component similar or thesame as the local AI balancing component 113 in the game balancingsystem 102 in the gaming console 101), and transmit results to the gamebalancing system 102 so that the game balancing system 102 can updateits algorithms, if needed. In some embodiments, the game balancingsystem 102 may use algorithms and models provided by the remote gamebalancing system 124. For example, there may be benefits to having themodeling and algorithm determinations calculated in whole, or in part,remotely (e.g., on the remote game balancing system 124) in order tosave energy or processing power locally on the gaming console 101. Insome embodiments, for example where a gaming console 101 is notconnected to a gaming server 120, then the game balancing system 102would do all modeling and determinations without the use of a remotegame balancing system 124. For instance, and in some embodiments, it maybe more efficient to have determinations of skill level, or game skillclustering, performed remotely on the remote game balancing system 124as opposed to the game balancing system 102. In some embodiments, boththe remote game balancing system 124 and game balancing system 102 canperform different parts of analysis that may lead to the determination.In some embodiments, the gaming console 101 may perform any and all gamebalancing, modeling, or other related analytics or analysis. In someembodiments, any and all game balancing, modeling, or other relatedanalytics or analysis can be performed by the remote game balancingsystem 124 on one or more gaming servers 120. For example, the gamebalancing system 102 may be located on the gaming server 120 (e.g., asremote game balancing system 124 or the like).

In some embodiments, and similar to the local AI balancing component 113and game balancing system 102, the remote game balancing system 120 canalso use one or more balancing models, generated using artificialintelligence (AI) or machine learning, to determine what features oraspects of a game to adjust or change, and how much to change thespecific features or aspects of the game. The models can be based onperformance data collected from many players using many gaming consoles101 and associating the players to one or more groups based similaritiesin skill level based on statistical balancing models employed.

3. Application Data Store

In some embodiments, the gaming server 120 can include an applicationdata store 126 that may comprise data related to one or more gameapplications. For example, the application data store can be configuredto store game updates, game mechanics, information related to possiblefeatures that can be adjusted by a game balancing system, more gameapplications, local account data associated with an account maintainedfor one or more players, and/or other game-related or account-relateddata or any other information related to executing, rendering, andplaying one or more games.

4. Player Profile Data Store

In some embodiments, the gaming server 120 can include a player profiledata store 128 that may comprise data related to one or more players.For example, each player of a console will generate player profile dataassociated with gameplay, preferences, skill level, or any othermonitored and stored information described herein. Such player profiledata can be compiled into a profile stored in the player profile datastore 128. This player profile data can be used by the remote gamebalancing system 124 and/or the game balancing system 102 of one or moregaming consoles 101 to determine game adjustments and skill level basedon calculated predictive models. In some embodiments, the player profiledata can be anonymized and/or transmitted to the remote game balancingsystem 124 and/or the game balancing system 102 for use in calculating amodel and/or determining adjustments for one or more games.

D. Network(s)

One or more network(s) 130 may be used to facilitate communicationbetween the gaming server 120, gaming console 101, and/or the gamingcontrollers 140. In some embodiments, the network(s) 130 can compriselocal area networks, wide area networks, and/or the Internet. Althoughonly one network 130 is illustrated, multiple networks may exist.

Flowcharts

FIGS. 7-8 show flow diagrams of methods for determining relative skilllevel of two or more players of a game and updating data associated withgame balancing based on the determination, according to someembodiments. Although any number of systems, in whole or in part, canimplement the methods and processes described, to simplify discussion,the methods and processes will be described with respect to particularsystems. Further, although embodiments of the methods and processes maybe performed with respect to variations of systems comprising variouscomponents, to simplify discussion, the methods and processes will bedescribed with respect to the game balancing system 102, and also, insome embodiments, the remote game balancing system 120, gaming console101, and/or gaming server 120.

Process for Determining a Relative Skill Level

FIG. 7 shows an embodiment 200 of a flow diagram of a method fordetermining relative skill level of two or more players of a game. Inblock 202, a gaming console (e.g., the gaming console 101 described withrespect to FIG. 6 ) can receive a request to play a specific game (e.g.,via receiving inputs from a paired gaming controller 140 as described inFIG. 6 ). The request can include the name of a game, how many playersintend to play, and/or any custom modifications to the game (e.g., timelimits, number of lives available, colors, names, game modes, or thelike).

In block 204, the gaming console can determine that two or more playersare associated with the request and determine who the players are. Forexample, the gaming console can determine that a particular player ofthe two or more players has previously played on the gaming console, oranother gaming console. Also, the gaming console can determine that aparticular player of the two or more players has not previously playedthe console, or any console. In some embodiments, the gaming console cancommunicate with one or more gaming servers (e.g., gaming server 120 asdescribed in FIG. 6 ) to access information that may be used to make thedetermination of whether articular player of the two or more players haspreviously played on the gaming console, or another gaming console. Forexample, a portion of data associated with players can be provided tothe gaming console for the determination to be made.

In block 206, if a player of the two or more players has played thegaming console, or any gaming console, before then the gaming consolecan access data (e.g., player profile data) associated with the player.Such data can be located on the gaming console locally, a gamingcontroller (e.g., the gaming controller 140 described in FIG. 6 ), orthe gaming server. If a player of the two or more player has not playedthe gaming console, or any gaming console, before then the gamingconsole accesses generic or default data to be used in following blocks.

In block 208, the gaming console (e.g., by using a game balancing systemsuch as 102 in FIG. 6 ) determines a skill level for each of the two ormore players. The skill level can be based on the player profile, thegame intended to be played, default data, or any other relevant datathat can be used to determine skill levels.

In block 209, the gaming console can determine whether the two or moreplayers have the same determined skill level from block 208.

If the two or more players do have the same determined skill level, thenin block 210 the gaming console generates rendering instructions for thegame without any game adjustments. In some embodiments, the flow cancontinue onto block 302 in FIG. 8 .

If the two or more players do not have the same determined skill level,then the in block 211, and in some embodiments, the gaming consoledetermines whether game balancing is turned on. For example, this blockcan be optional depending on whether the option is available in thegaming console settings. So, in some embodiments, a gaming console caninclude a setting that allows for a player to turn on (e.g., toggleon/off) a system-wide setting enabling/disabling game balancing for allgames. In some embodiments, the player can enable/disable game balancingfor some games or portions of games (e.g., with a blacklist orwhitelist). In some embodiments, player performance data associated withgameplay with game balancing turned on may not be weighted as heavily orincluded at all, in skill level determinations for the player associatedwith the performance data. In some embodiments, player performance dataassociated with gameplay with game balancing turned off may not beweighted as heavily or included at all, in skill level determinationsfor the player associated with the performance data. In someembodiments, if game balancing is turned off, a player may be able toadvance in skill level more quickly if the player performs better thanpredicted in matches. Also, in some embodiments, a player can turn on oroff game balancing and also adjust the sensitivity of the game balancingas described in more detail herein.

In some embodiments, a range of game balancing can be set. For example,a player can set a game balancing sensitivity from a minor or lowimplementation of game balancing to a strong or extreme implementationof game balancing. A minor implementation can be a fraction of adetermined adjustment to a feature of a game. For example, a gamebalancing system may determine a particular adjustment to make and,based on a low sensitivity setting, a reduced form of the adjustment canbe made to the game. For example, if a Pong paddle should be 100 pixelslong based on the determined adjustment instead of a normal length of 50pixels, a low sensitivity setting may result in the paddle beingadjusted to 75 pixels in length, or something less than 100 pixels butmore than 50 pixels. In some embodiments, sensitivity can also be set tonormal and in that case, the determined length of 100 pixels would beapplied. Conversely, if a pong paddle should be adjusted to 30 pixelsinstead of 50 (e.g., if a player is really skilled as compared to theplayer's opponent), then a low sensitivity may result in an adjustmentto a length of 40 pixels, or a length between 30 and 50 pixels. In someembodiments, sensitivity can also be set to normal and in that case, thedetermined length of 30 pixels would be applied.

A strong implementation of the game balancing can be a multiple of adetermined adjustment to a feature of a game. For example, using thesame Pong example, if a normal length of the paddle is 50 pixels and thedetermined length should be 100 pixels, then a high sensitivity settingmay result in the paddle length being adjusted to 125 pixels, or alength higher than 50 pixels. In some embodiments, sensitivity can alsobe set to normal and in that case, the determined length of 100 pixelswould be applied. Conversely, if a pong paddle should be adjusted to 30pixels instead of 50 (e.g., if a player is really skilled as compared tothe player's opponent), then a high sensitivity may result in anadjustment to a length of 20 pixels, or a length smaller than 30 pixels.In some embodiments, sensitivity can also be set to normal and in thatcase, the determined length of 30 pixels would be applied.

If game balancing is determined to be turned on in block 211, or if ahigh sensitivity or low sensitivity setting of game balancing is turnedon, then the flow moves to block 212. In block 212, the gaming consolegenerates rendering instructions for the game with game adjustmentsbased on output from a game balancing system, and also based on anysensitivity settings, if applicable. Also, the game adjustments may alsobe based on difference in skill level between each of the two or moreplayers so that all players of the two or more players are balanced witheach other. The rendering instructions are configured to be executed bya processor to present the game on a display screen for interaction bythe players. In some embodiments, the flow can continue onto block 302in FIG. 8 .

Process for Updating Game-Balancing Data

FIG. 8 shows an embodiment 300 of a flow diagram of a method forupdating data associated with game balancing. In block 302, a gamingconsole (e.g., the gaming console 101 described with respect to FIG. 6 )can monitor gameplay of a particular game being played by two or moreplayers to collect information associated with gameplay for each playerand outcomes of the gameplay (e.g., who wins/loses, how the gameprogresses while it is being played, any relevant player game data,player controller data, game match data, or any other relevant data usedfor balancing).

In block 204, the gaming console transmits gameplay information to agame balancing system (e.g., the game balancing system 102 in FIG. 6 )and/or a gaming server (e.g., the gaming server 120 in FIG. 6 ) todetermine whether gameplay is balanced within a predetermined threshold.For example, in block 212 in FIG. 7 , game adjustments can be determinedfor a particular game prior to any gameplay by the two or more players.However, while the two or more players are playing one or more games,new data is collected that may impact the model used to determine thegame adjustments or balancing. This new data that is collected can beprocessed by the game balancing system and/or the gaming server to makeany necessary updates to balancing models to determine whether gameplayis still balanced. In some embodiments, there can be a threshold valuecorresponding to how much the adjustments would be changed as comparedto the previously applied model (e.g., the determined game adjustmentsin block 212 of FIG. 7 ). If the threshold value is within a specifiedrange, as determined automatically or set up manually, then noadjustments to the game will be made. If the threshold value is notwithin the specified range, then the game balancing system and/or gamingserver will output updated instructions and provide those to the gamingconsole in block 306.

In block 306, the gaming console (e.g., from a gaming server, gamebalancing system, or both) or receives the output or results of whatgame adjustments to make to the game, if any. In block 308, the gamingconsole accesses (e.g., from a gaming server, game balancing system, orboth) or determines whether gameplay is balanced based on the receivedoutput. If gameplay is still balanced, then the flow moves to block 302and monitoring of gameplay continues. Otherwise, if gameplay isdetermined not to be balanced anymore, then the flow moves onto block310.

In block 310, the gaming console accesses (e.g., from a gaming server,game balancing system, or both) or determines game adjustments that areassociated with elements of the game being played based on the outputreceived in block 306. The determination can also be based on any othercriteria. For example, a sensitivity setting for game balancing may beactivated and the gaming console may supplement the output receivedaccordingly so that any game balancing is done with respect to suchsettings. In another example, a prompt can be presented to players ofthe game requesting authorization to incorporate the updated balancingadjustments.

In block 312, the gaming console generates rendering instructions forthe game with the determined game adjustments from block 310, if any.The rendering instructions are configured to be executed by a processorto present the game on a display screen for interaction by the players.

Example Graphical User Interface

FIGS. 9A and 9B pertain to a parental control system (e.g., theuser/parental control system 106 of FIG. 6 ). Specifically, FIG. 9Aillustrates an embodiment of a graphical user interface depictingparental control settings, and FIG. 9B illustrates an embodiment of akey card. Although any number of graphical user interfaces can beimplemented or used, in whole or in part, to simplify discussion, theinterface generation and interaction methods and processes will bedescribed with respect to particular systems. Further, althoughembodiments may be performed with respect to variations of systemscomprising various components, to simplify discussion, the methods andprocesses will be described with respect to a gaming console, gamingcontroller, game balancing system, and any system or component describedherein.

FIG. 9A illustrates an embodiment of a graphical user interface (GUI)400 depicting user/parental control settings. In some embodiments, theGUI 400 can include options 404 for adjusting or viewing one or more ofthe following: the system 408, gameplay 410, healthy play limits 412,token system 414, password 416, remote access 418, and for a lost key420. In some embodiments, GUI elements can also be used to indicateinformation to a player. For example, element 406 can be used toindicate the healthy play limits 412 are turned on. Also, for example,element 424 can be used to show remote access 418 is turned off or notset up. Also, for example, element 422 can be used to indicate aplayer's current selection, and in some embodiments, the text (e.g.,“Token System”) can be adjusted to indicate the selection in combinationwith element 422 or separately. Although FIGS. 9A and 9B relate toparental control settings, it should be appreciated that the settingscan be useful to any player or user of the system.

In some embodiments, settings for an associated gaming console or system408 can be included in the parental control setting 402 GUI 400. Forexample, a player can adjust features related to the gaming console. Forinstance, the player can set times that the gaming console can be played(e.g., 10:00 AM to 8:00 PM). Also, for example, the player can limit thetypes of game that can be played on the gaming console. Also, forexample, the player can restrict access to downloadable content,including downloadable games. Also, for example, the player can restrictaccess to the system to only those with a password, specific gamingcontroller, or other whitelisted access authority. Any other systemsetting can be adjusted as well in some embodiments.

In some embodiments, settings for gameplay 410 on the associated gamingconsole can be included in the parental control setting 402 GUI 400. Forexample, a player can adjust features associated with gameplay for eachgame specifically, or all games played on the gaming console. Forexample, certain games may be restricted from play or limited to playwith specific combination of gaming controllers (e.g., a child'scontroller can only access the game if a parent's controller is alsoplaying the game). Also, for example, certain features from one or moregames can be limited, blocked, or adjusted. In some embodiments, aplayer can block or limit certain features of all games. For example,selecting “no blood or killing” can result in some games taking outblood and other games that feature killing to be blocked from gameplaycompletely. Any other gameplay setting can be adjusted as well in someembodiments.

In some embodiments, settings for healthy play limits 412 on theassociated gaming console can be included in the parental controlsetting 402 GUI 400. For example, a player can limit how long a player(e.g., a child) can play a specific game, all games, or even access thegaming console. In some embodiments, turning the setting on can setdefault healthy play limits based on a child's age. Any other healthyplay limits with respect to gameplay can be adjusted as well in someembodiments.

In some embodiments, settings for a token system 414 on the associatedgaming console can be included in the parental control setting 402 GUI400. In some embodiments, virtual tokens may be available. Virtualtokens can be used to set a soft limit on gameplay that is durationbased and provides a reasonable compromise between time limits andplayer experience. For example, each token is worth a fixed amount ofplay time. Tokens can be used as a reward system for doing real worldactivities such as chores, getting a good grade on a quiz, etc. Tokenscan be used along with time-of-day limits or instead of time-of-daylimits. They can be scheduled to be granted automatically at setintervals, and/or manually granted through parental controls (on thegaming console 101 via a graphical user interface, a mobile application,a browser, or the like). With respect to video game arcades where atoken, like a quarter or some custom device was worth a variable amountof play time, depending on the game, the duration ended at a naturalpausing point (e.g., when you lost your last life). In some embodiments,a similar concept is implemented here with soft time-limits that willnot cut a player off abruptly right in the middle of an encounter forexample, but may come into effect at more natural pause point (e.g., atcheck points in a platformer game, or between levels). In someembodiments, the gaming console 101, via the user/parental controlsystem 106, can track a time limit remaining associated with the tokensand determine when to stop the gameplay that is convenient for theplayer. In some embodiments, gameplay can stop before or after theallotted time based on the tokens. For example, if a player has 10minutes of gameplay remaining and the player reaches a checkpoint orbeats a level after 9 minutes, the user/parental control system 106 candetermine based on the player's skill level or game being played (e.g.,typical rounds may last more than the remaining time of 1 minute basedon the player and/or generally for the game being played) that thegaming console 101 should enforce the time limitation and stop gameplayat the 9 minute mark. In some embodiments, any under-time (e.g., timeplaying the game remaining on the token, or the 1 minute remaining inthe prior example) can advantageously be carried over to the next playsession as a credit, or additional play time. In another example, if aplayer has 10 minutes of gameplay remaining and the player does notreach a checkpoint or beat a level until 12 minutes pass, theuser/parental control system 106 can determine that the gaming console101 should enforce the time limitation and stop gameplay at the 12minute mark. In some embodiments, any over-time (e.g., time playing thegame passed the expiration of the token, or the 2 minutes extra spentplaying in the prior example) can advantageously be carried over to thenext play session as a debit, or less play time.

In some embodiments, settings for a password 414 to access the parentalcontrol settings 402 on the associated gaming console can be included inthe parental control setting 402 GUI 400. For example, a password toaccess the parental control settings 402 GUI 400 can be set of turnedoff.

In some embodiments, settings for remote access 414 to access theparental control settings 402 remotely (e.g., via a computer browser ormobile phone/tablet, or the like) on the associated gaming console canbe included in the parental control setting 402 GUI 400. For example, aplayer can set up remote access to access, view, and/or adjust anyparental control settings over a network (e.g., a LAN or internet) usinga mobile phone, computer, tablet, or the like.

In some embodiments, information regarding a lost key 414 to access theparental control settings 402 on the associated gaming console can beincluded in the parental control setting 402 GUI 400. For example,information on how to request a new key card 470 can be provided to aplayer. Also, for example, the ability to request a new key card 470 canbe provided. More information regarding the key card 470 is includedwith respect to FIG. 9B.

FIG. 9B illustrates an embodiment of a key card 470. For example, theparental control setting menu 402 as described in FIG. 9A can beaccessible with a physical key 470 so that unauthorized access (e.g., bya child) is limited, and also to be a convenient way of accessing suchsettings without remembering a password, or navigating a complex menu.For example, the physical device can include a microchip (e.g., RFID,NFC, or the like) that can interact with the gaming console or gamingcontrollers to open and access the parental control settings menu.

In some embodiments, the key card can include a slot 474 to insert alanyard or other similar device. Also, in some embodiments, side 472 ofthe key card 470 can include an image of a key or indication that thekey card 470 provides access to parental control settings.

In some embodiments, the gaming console 101 gives parents access toparental controls (e.g., via a graphical user interface 402, such as theone shown and described with respect to FIG. 9A) with a physical card470 that ships with the game console. For example, the “parent key” 470can be advertised as a feature, and in some embodiments, they key can beincluded inside a sealed envelope marked “FOR PARENTS ONLY.” In someembodiments, the key can be a credit-card-sized card with a picture of akey on one side and a QR code on the other side. In some embodiments,the parent key can have a cut-out slot near one end for attaching to akeyring or lanyard. A note in the envelope instructs the parent to tapthe key on the gaming console's RFID reader to invoke the parentalcontrols menu on the TV, which they can then navigate with a gamingcontroller. This straightforward, intuitive physical device removes manyif not all the hurdles mentioned above to accessing parental controls.

In some embodiments, embedded computer accessible information in a RFID,magnetic strip, or the like can be included in the parent key 470 andcan be part of a distinct set of parent key IDs that is recognizable bythe gaming console, for example by one or more RFID tag(s). In someembodiments, upon first use on the gaming console, the parent keybecomes paired to the gaming console, and thereafter the parent key canaccess user/parental control settings 402 for that gaming console. Insome embodiments, it is possible to replace the key if lost or damaged(e.g., via 420 in FIG. 9A). In an embodiment, a gaming console receivesinstruction from a gaming server to pair to a new key (which is issuedwhen a replacement key is, for example, mailed out).

In some embodiments, parents may also administer user/parental controlsfrom their mobile phone by using the QR code on the parent key 470(e.g., using a browser, with a mobile application, or the like).Provided the gaming console is connected to the internet, changes touser/parental controls can be pushed to the gaming console, or accessedby the gaming console, and then applied by the gaming console. Such anembodiment is advantageous so that parents can manage the settings fromany location and conveniently while the gaming console 101 is beingused, for example. In some embodiments, the parent may also setup alogin credential with an email and a password that will allow them toaccess their parental controls panel from any web browser, so they canadminister settings from a PC or mobile phone browser without the parentkey.

In some embodiments, there is no menu item for accessing parentalcontrol settings 402 in the gaming console's settings menu. This mayhave the effect of hiding such controls from children playing the gamingconsole and may limit or prevent the children from trying to hack intothe user/parental control settings 402. In some embodiments, a parentmay set a password (e.g., 416 in FIG. 9A), from within the user/parentalcontrol settings 402, for additional security. In some embodiments, aparent key 470 may include a QR code, embedded computer accessibleinformation such as RFID, magnetic strip, combinations of the same orthe like.

Example Hardware Configuration of Player System

FIG. 10 illustrates an embodiment 1000 of a gaming console (e.g., 101).Other variations of the gaming console 101 may be substituted for theexamples explicitly presented herein, such as removing or addingcomponents to the gaming console 101. The gaming console 101 may includea dedicated game device, a gaming controller (e.g. 140), a smart phone,a tablet, a personal computer, a desktop, a laptop, a smart television,a car console display, and the like.

As shown in system configuration 1000, the gaming console 101 includes aprocessing unit 420 that interacts with other components of the gamingconsole 101 and also components external to the gaming console 101. Thegaming console 101 also includes a power source (e.g., internal orexternal). A game media reader 422 may be included that can communicatewith game media 412. Game media reader 422 may be an optical disc readercapable of reading optical discs, such as CD-ROM or DVDs or memory card,or any other type of reader that can receive and read data from gamemedia 412. In some embodiments, the game media reader 422 may beoptional or omitted. For example, game content or applications may beaccessed over a network via the network input/output 438 rendering thegame media reader 422 and/or the game media 412 optional.

The gaming console 101 may include a separate graphics processor 424. Insome cases, the graphics processor 424 may be built into the processingunit 420, such as with an APU. In some such cases, the graphicsprocessor 424 may share Random Access Memory (RAM) with the processingunit 420. Alternatively, or in addition, the gaming console 101 mayinclude a discrete graphics processor 424 that is separate from theprocessing unit 420. In some such cases, the graphics processor 424 mayhave separate RAM from the processing unit 420. Further, in some cases,the graphics processor 424 may work in conjunction with one or moreadditional graphics processors and/or with an embedded or non-discretegraphics processing unit, which may be embedded into a motherboard andwhich is sometimes referred to as an onboard graphics chip or device.

The gaming console 101 also includes various components for enablinginput/output, such as an input/output 432, a user input/output 434, adisplay input/output 436, and a network input/output 438. As previouslydescribed, the input/output components may, in some cases, includingtouch-enabled devices. The input/output 432 interacts with storage 440and, through a device 42, removable storage media 44 in order to providestorage for computing device 800. Processing unit 420 can communicatethrough input/output 432 to store data, such as game state data and anyshared data files. In addition to storage 440 and removable storage 444,the gaming console 101 is also shown including Read-Only Memory (ROM)446 and Random access memory (RAM) 448. RAM 448 may be used for datathat is accessed frequently, such as when a game is being played. Thegaming console 101 may also include a LED subsystem 451 that includesLED lights controlled by the processing unit 420. The LED lights caninclude RGB coloring and can be associated with aspects of the gamemedia 412 or data related to input/output 432.

User input/output 434 is used to send and receive commands betweenprocessing unit 420 and player systems, such as game controllers (e.g.,140). In some embodiments, the user input/output 434 can includetouchscreen inputs. As previously described, the touchscreen can be acapacitive touchscreen, a resistive touchscreen, or other type oftouchscreen technology that is configured to receive user input throughtactile inputs from the user or player. Display input/output 436provides input/output functions that are used to display images from thegame being played. Network input/output 438 is used for input/outputfunctions for a network. Network input/output 438 may be used duringexecution of a game, such as when a game, or portion of a game, is beingplayed online or being accessed online.

Display output signals may be produced by the display input/output 436and can include signals for displaying visual content produced by thegaming console 101 on a display device, such as graphics, userinterfaces, video, and/or other visual content. The gaming console 101may comprise one or more integrated displays configured to receivedisplay output signals produced by the display input/output 436, whichmay be output for display to a user or player. According to someembodiments, display output signals produced by the display input/output436 may also be output to one or more display devices external to thegaming console 101.

The gaming console 101 can also include other features that may be usedwith a game, such as a clock 450, flash memory 452, and othercomponents. An audio/video player 456 might also be used to play a videosequence, such as a movie. It should be understood that other componentsmay be provided in the gaming console 101 and that a person skilled inthe art will appreciate other variations of the gaming console 101.

Program code can be stored in ROM 446, RAM 448, or storage 440 (whichmight comprise hard disk, other magnetic storage, optical storage, solidstate drives, and/or other non-volatile storage, or a combination orvariation of these). At least part of the program code can be stored inROM 446 that is programmable (ROM, PROM, EPROM, EEPROM, and so forth),in storage 440, and/or on removable media such as game media 412 (whichcan be a CD-ROM, cartridge, memory chip or the like, or obtained over anetwork or other electronic channel as needed). In general, program codecan be found embodied in a tangible non-transitory signal-bearingmedium.

Random access memory (RAM) 448 (and possibly other storage) is usable tostore variables and other game and processor data as needed. RAM is usedand holds data that is generated during the play of the game andportions thereof might also be reserved for frame buffers, game stateand/or other data needed or usable for interpreting user or player inputand generating game displays. Generally, RAM 448 is volatile storage anddata stored within RAM 448 may be lost when the gaming console 101 isturned off or loses power.

As gaming console 101 reads game media 412 and provides a game,information may be read from game media 412 and stored in a memorydevice, such as RAM 448. Additionally, data from storage 440, ROM 446,servers (e.g., gaming server(s) 120) accessed via one or more network(s)439, or removable storage 446 may be read and loaded into RAM 448.Although data is described as being found in RAM 448, it will beunderstood that data does not have to be stored in RAM 448 and may bestored in other memory accessible to processing unit 420 or distributedamong several media, such as game media 412 and storage 440.

Additional Points

It is to be understood that not necessarily all objects or advantagesmay be achieved in accordance with any particular embodiment describedherein. Thus, for example, those skilled in the art will recognize thatcertain embodiments may be configured to operate in a manner thatachieves or optimizes one advantage or group of advantages as taughtherein without necessarily achieving other objects or advantages as maybe taught or suggested herein.

All of the processes described herein may be embodied in, and fullyautomated via, software code modules executed by a computing system thatincludes one or more computers or processors. The code modules may bestored in any type of non-transitory computer-readable medium or othercomputer storage device. Some or all the methods may be embodied inspecialized computer hardware.

Many other variations than those described herein will be apparent fromthis disclosure. For example, depending on the embodiment, certain acts,events, or functions of any of the algorithms described herein can beperformed in a different sequence, can be added, merged, or left outaltogether (for example, not all described acts or events are necessaryfor the practice of the algorithms). Moreover, in certain embodiments,acts or events can be performed concurrently, for example, throughmulti-threaded processing, interrupt processing, or multiple processorsor processor cores or on other parallel architectures, rather thansequentially. In addition, different tasks or processes can be performedby different machines and/or computing systems that can functiontogether.

The various illustrative logical blocks and modules described inconnection with the embodiments disclosed herein can be implemented orperformed by a machine, such as a processing unit or processor, adigital signal processor (DSP), an application specific integratedcircuit (ASIC), a field programmable gate array (FPGA) or otherprogrammable logic device, discrete gate or transistor logic, discretehardware components, or any combination thereof designed to perform thefunctions described herein. A processor can be a microprocessor, but inthe alternative, the processor can be a controller, microcontroller, orstate machine, combinations of the same, or the like. A processor caninclude electrical circuitry configured to process computer-executableinstructions. In another embodiment, a processor includes an FPGA orother programmable device that performs logic operations withoutprocessing computer-executable instructions. A processor can also beimplemented as a combination of computing devices, for example, acombination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration. Although described hereinprimarily with respect to digital technology, a processor may alsoinclude primarily analog components. For example, some or all of thesignal processing algorithms described herein may be implemented inanalog circuitry or mixed analog and digital circuitry. A computingenvironment can include any type of computer system, including, but notlimited to, a computer system based on a microprocessor, a mainframecomputer, a digital signal processor, a portable computing device, adevice controller, or a computational engine within an appliance, toname a few.

The term code, as used above, may include software, firmware, and/ormicrocode, and may refer to programs, routines, functions, classes,and/or objects. The term shared, as used above, means that some or allcode from multiple modules may be executed using a single (shared)processor. In addition, some or all code from multiple modules may bestored by a single (shared) memory. The term group, as used above, meansthat some or all code from a single module may be executed using a groupof processors. In addition, some or all code from a single module may bestored using a group of memories.

Conditional language such as, among others, “can,” “could,” “might” or“may,” unless specifically stated otherwise, are otherwise understoodwithin the context as used in general to convey that certain embodimentsinclude, while other embodiments do not include, certain features,elements and/or steps. Thus, such conditional language is not generallyintended to imply that features, elements and/or steps are in any wayrequired for one or more embodiments or that one or more embodimentsnecessarily include logic for deciding, with or without user or playerinput or prompting, whether these features, elements and/or steps areincluded or are to be performed in any particular embodiment.

Disjunctive language such as the phrase “at least one of X, Y, or Z,”unless specifically stated otherwise, is otherwise understood with thecontext as used in general to present that an item, term, etc., may beeither X, Y, or Z, or any combination thereof (for example, X, Y, and/orZ). Thus, such disjunctive language is not generally intended to, andshould not, imply that certain embodiments require at least one of X, atleast one of Y, or at least one of Z to each be present.

Any process descriptions, elements or blocks in the flow diagramsdescribed herein and/or depicted in the attached figures should beunderstood as potentially representing modules, segments, or portions ofcode which include one or more executable instructions for implementingspecific logical functions or elements in the process. Alternateimplementations are included within the scope of the embodimentsdescribed herein in which elements or functions may be deleted, executedout of order from that shown, or discussed, including substantiallyconcurrently or in reverse order, depending on the functionalityinvolved as would be understood by those skilled in the art.

Unless otherwise explicitly stated, articles such as “a” or “an” shouldgenerally be interpreted to include one or more described items.Accordingly, phrases such as “a device configured to” are intended toinclude one or more recited devices. Such one or more recited devicescan also be collectively configured to carry out the stated recitations.For example, “a processor configured to carry out recitations A, B andC” can include a first processor configured to carry out recitation Aworking in conjunction with a second processor configured to carry outrecitations B and C.

It should be emphasized that many variations and modifications may bemade to the above-described embodiments, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure. The apparatuses and methods describedherein may be implemented by one or more computer programs executed byone or more processors. The computer programs includeprocessor-executable instructions that are stored on a non-transitorytangible computer readable medium. The computer programs may alsoinclude stored data. Non-limiting examples of the non-transitorytangible computer readable medium are nonvolatile memory, magneticstorage, and optical storage. Although the foregoing invention has beendescribed in terms of certain preferred embodiments, other embodimentswill be apparent to those of ordinary skill in the art from thedisclosure herein. Additionally, other combinations, omissions,substitutions and modifications will be apparent to the skilled artisanin view of the disclosure herein. Accordingly, the present invention isnot intended to be limited by the reaction of the preferred embodiments,but is to be defined by reference to claims.

Additionally, all publications, patents, and patent applicationsmentioned in this specification are herein incorporated by reference tothe same extent as if each individual publication, patent, or patentapplication was specifically and individually indicated to beincorporated by reference.

What is claimed is:
 1. A system configured to operate as a gamingconsole that balances gameplay between players of different skilllevels, the system being operatively connectable to a plurality ofgaming controllers and a display device, the system comprising: anetwork interface configured to communicate with the plurality of gamingcontrollers, the plurality of gaming controllers including a firstgaming controller of a first player of a plurality of players and asecond gaming controller of a second player of the plurality of players,each of the plurality of gaming controllers having a respective outputcomponent; one or more physical computer processors in communicationwith the one or more data stores; and a memory containing instructionsexecutable by the one or more physical computer processors to: collectdata during gameplay for each of the plurality of players, wherein thecollected data is associated with performance data indicative of playstyle or skill level of the plurality of players; receive a request toplay a first game, wherein the request includes information indicatingthe first game, the first player, and the second player, the game infopertaining to the first game; accessing player profile data for thefirst and second players, wherein the player profile data for eachplayer includes information related to the performance data for eachrespective player; based on the player profile data, determine a firstskill level for the first player and a second skill level for the secondplayer; compare the first skill level to the second skill level todetermine that the first and second skill levels are different, whereinthe first skill level is greater than the second skill level; and applyone or more game adjustments that balance the gameplay between the firstand second players while the first and second players are playing thefirst game, wherein the one or more game adjustments are based on adifference in skill level between the first and second players, whereina graphical output is generated for the first game, and wherein applyingthe one or more game adjustments includes one or more of: applying abeneficial adjustment to increase a measure of effectiveness of thesecond skill level relative to a measure of effectiveness of the firstskill level in the first game, including causing an indication of thebeneficial adjustment to be conveyed via one of the first and secondgaming controllers and to the exclusion of the display device and theother of the first and second gaming controllers; or applying adetrimental adjustment to reduce the measure of effectiveness of thefirst skill level relative to the measure of effectiveness of the secondskill level in the first game, including causing an indication of thedetrimental adjustment to be conveyed via one of the first and secondgaming controllers and to the exclusion of the display device and theother of the first and second gaming controllers.
 2. The system of claim1, wherein the one or more game adjustments include changes to featuresof the first game corresponding to portions of the game associated withthe first player, the second player, or both the first player and thesecond player.
 3. The system of claim 1, wherein the performance dataincludes data associated with one or more of the following: player gamedata, player controller data, or game match data.
 4. The system of claim3, wherein the player game data includes: information on how a monitoredplayer plays one or more games; or the monitored player's gaming style,and any changes associated with the monitored player's gaming style overtime and an associated rate of change.
 5. The system of claim 3, whereinthe player controller data includes data associated with how a monitoredplayer uses a controller for one or more games, wherein the playercontroller data includes one or more of data associated with: whatcontroller is being used by the monitored player, how the monitoredplayer holds the controller during gameplay, how the monitored playermoves the controller during gameplay, and when the monitored playerpresses controller buttons during gameplay.
 6. The system of claim 3,wherein the game match data includes data associated with one or moreof: what games are being played a monitored player, what players areplaying the games that include the monitored player, outcomes of thegames, and a score or progress of each game for each player includingthe monitored player as the respective game is being played.
 7. Acomputer-implemented method to balance gameplay between players ofdifferent skill levels on a system configured to serve as a gamingconsole, the computer-implemented method comprising: receiving a requestto play a first game, wherein the request includes informationindicating the first game, a first player, and a second player;accessing profile data for the first and second players, wherein theprofile data for each player includes information related to performancedata for the respective player; determining, based on the player profiledata, a first skill level for the first player and a second skill levelfor the second player; comparing the first skill level to the secondskill level to determine that the first and second skill levels aredifferent, wherein the first skill level is greater than the secondskill level; and applying, by an application when executed by one ormore physical computer processors of the system configured to serve asthe gaming console, one or more game adjustments that balance thegameplay between the first and second players while the first and secondplayers are playing the first game, wherein the one or more gameadjustments are based on a difference in skill level between the firstand second players, and wherein a graphical output is generated for thefirst game; wherein the system is operatively connectable to a pluralityof gaming controllers and a display device, the plurality of gamingcontrollers including a first gaming controller of the first player anda second gaming controller of the second player, each of the pluralityof gaming controllers having a respective output component, whereinapplying the one or more game adjustments includes one or more of:applying a beneficial adjustment to increase a measure of effectivenessof the second skill level relative to a measure of effectiveness of thefirst skill level in the first game, including causing an indication ofthe beneficial adjustment to be conveyed via one of the first and secondgaming controllers and to the exclusion of the display device and theother of the first and second gaming controllers; or applying adetrimental adjustment to reduce the measure of effectiveness of thefirst skill level relative to the measure of effectiveness of the secondskill level in the first game, including causing an indication of thedetrimental adjustment to be conveyed via one of the first and secondgaming controllers and to the exclusion of the display device and theother of the first and second gaming controllers.
 8. Thecomputer-implemented method of claim 7, wherein the respective outputcomponent comprises one or more of a display component, a speakercomponent, a haptic component, and a lighting component; wherein each ofthe plurality of gaming controllers includes a disc wheel configured tobe pressed and rotated around a central axis substantially perpendicularto a face of the disc wheel, and wherein the central axis intersects apoint at least substantially proximate to a center of the face of thedisc wheel.
 9. The computer-implemented method of claim 8, wherein theface, of the disc wheel, is itself physically rotatable about thecentral axis such that a given point on the face of the disc wheel andproximate to a boundary of the disc wheel is movable to each of aplurality of points that form a circumference around the central axisand on the face of the disc wheel, the disc wheel comprising: a firstside configured to receive pressure; and a second side that is coupledto a compressible and conductive ring such that when the first sidereceives the pressure, the conductive ring contacts one or more of aplurality of electrical contacts.
 10. The computer-implemented method ofclaim 9, wherein the one or more physical computer processors arefurther configured to: detect contact received by the plurality ofelectrical contacts to transcode one or more signals, associated withthe contact, into a plurality of instructions that are configured toaffect an interface associated with the first game; detect a magnitudeof force associated with a pressing of the disc wheel; and generateinstructions for displaying a parental controls interface, the parentalcontrols interface configured to permit a given user to grant virtualtokens to a different user, the virtual tokens spendable by thedifferent user to ease a gaming restriction applicable to the differentuser on the system.
 11. The computer-implemented method of claim 10,wherein the one or more physical computer processors are furtherconfigured to: for each of the plurality of gaming controllers, detectand accommodate each orientation of usage selected from a left-handedhorizontal orientation, a right-handed horizontal orientation, and anupright orientation; wherein each of the plurality of gaming controllershas a respective display component, a respective speaker component, arespective haptic component, a respective lighting component, arespective accelerometer, a respective gyroscope, and a respectivemagnetometer, wherein both of the beneficial and detrimental adjustmentsare applied, and wherein each of the beneficial and detrimentaladjustments is applied for a benefit of the second player relative tothe first player.
 12. The computer-implemented method of claim 11,wherein each game adjustment is moderated over time to constrain therespective game adjust ment to within a specified adjustment rate thatis permissible, wherein each game adjustment is restricted to aspecified adjustment extent that is permissible, wherein each gameadjustment is determined using one or more machine learning models;wherein applying the one or more game adjustments includes a detectionmechanism and an associated handling mechanism to reduce a measure ofsusceptibility, of the application, to erroneous determinations, ofskill levels, caused deliberately by a given one or more players;wherein the output component comprises, in respective instances, each ofthe display component, the speaker component, the haptic component, andthe lighting component.
 13. The computer-implemented method of claim 12,wherein the system is operatively connectable to a smartphone of a thirdplayer, the smartphone executing a virtual-gaming-controller applicationthat provides, at least in part, gaming-controller functionality of anyof the plurality of gaming controllers, wherein two of the plurality ofgaming controllers are physically dockable on the system at a same time;wherein the system comprises a first system, wherein the gaming consolecomprises a first gaming console, wherein the first gaming controller isconfigured to store indications of games owned on the first system,wherein the first gaming controller is further configured such that whenthe first gaming controller is operatively connectable to a secondsystem configured to operate as a second gaming console, one or more ofthe games owned on the first system become available to play on thesecond system until a constraint to revoke access to the one or moregames is met, the constraint comprising a specified period of timeelapsing after the first gaming controller is operatively disconnectedfrom the second system.
 14. The system of claim 1, wherein therespective output component comprises one or more of a displaycomponent, a speaker component, a haptic component, and a lightingcomponent.
 15. The system of claim 1, wherein each of the plurality ofgaming controllers includes a disc wheel configured to be pressed androtated around a central axis substantially perpendicular to a face ofthe disc wheel, and wherein the central axis intersects a point at leastsubstantially proximate to a center of the face of the disc wheel. 16.The computer-implemented method of claim 7, wherein the respectiveoutput component comprises one or more of a display component, a speakercomponent, a haptic component, and a lighting component.
 17. Thecomputer-implemented method of claim 7, wherein each of the plurality ofgaming controllers includes a disc wheel configured to be pressed androtated around a central axis substantially perpendicular to a face ofthe disc wheel, and wherein the central axis intersects a point at leastsubstantially proximate to a center of the face of the disc wheel.
 18. Anon-transitory computer-readable medium containing a program executableto perform an operation to balance gameplay between players of differentskill levels on a system configured to serve as a gaming console, theoperation comprising: receiving a request to play a first game, whereinthe request includes information indicating the first game, a firstplayer, and a second player; accessing profile data for the first andsecond players, wherein the profile data for each player includesinformation related to performance data for the respective player;determining, based on the profile data, a first skill level for thefirst player and a second skill level for the second player; comparingthe first skill level to the second skill level to determine that thefirst and second skill levels are different, wherein the first skilllevel is greater than the second skill level; and applying, by theprogram when executed by one or more physical computer processors of thesystem configured to serve as the gaming console, one or more gameadjustments that balance the gameplay between the first and secondplayers while the first and second players are playing the first game,wherein the one or more game adjustments are based on a difference inskill level between the first and second players, and wherein agraphical output is generated for the first game; wherein the system isoperatively connectable to a plurality of gaming controllers and adisplay device, the plurality of gaming controllers including a firstgaming controller of the first player and a second gaming controller ofthe second player, each of the plurality of gaming controllers having arespective output component, wherein applying the one or more gameadjustments includes one or more of: applying a beneficial adjustment toincrease a measure of effectiveness of the second skill level relativeto a measure of effectiveness of the first skill level in the firstgame, including causing an indication of the beneficial adjustment to beconveyed via one of the first and second gaming controllers and to theexclusion of the display device and the other of the first and secondgaming controllers; or applying a detrimental adjustment to reduce themeasure of effectiveness of the first skill level relative to themeasure of effectiveness of the second skill level in the first game,including causing an indication of the detrimental adjustment to beconveyed via one of the first and second gaming controllers and to theexclusion of the display device and the other of the first and secondgaming controllers.
 19. The non-transitory computer-readable medium ofclaim 18, wherein the respective output component comprises one or moreof a display component, a speaker component, a haptic component, and alighting component.
 20. The non-transitory computer-readable medium ofclaim 18, wherein each of the plurality of gaming controllers includes adisc wheel configured to be pressed and rotated around a central axissubstantially perpendicular to a face of the disc wheel, and wherein thecentral axis intersects a point at least substantially proximate to acenter of the face of the disc wheel.